I'm coping with a huge problem at the moment, concerning screen resolution. As i'm a college student the only tools i have for developing the game i'm making is open source software and a laptop running windows with a 1366x768 resolution.

I recently found out that it's best to develop your game on a 1920x1080 resolution since it's common.

Now wondering if there is some sort of workaround since i dont have acces to a screen that has that resolution or higher and my sprites will probably blurr when displayed on such resolution.

  • Yes, a raster-based sprite which is going to be stretched in order to appear the same size proportionally to the pixel dimensions of the viewport (i.e. 1024x768; 1920x1080 etc) will "blur" or look less good. The solution is to provide multiple versions of all assets. This question, and others I think you posted similar to it may be better served at the gamedev.stackexchange.com I am certain this is a duplicate of something there, so try the search feature before posting.
    – horatio
    Commented May 21, 2014 at 21:55
  • Note that normally, games are developed to support a wide range of screen aspects and pixel dimensions, not just a single target. It takes a little time, but dig around for a good design pattern before you fully commit.
    – horatio
    Commented May 21, 2014 at 21:57
  • Welcome to GD. Im sort-of lost in what your question is at the moment. Are you asking for monitor suggestions, veridication on what resolutions to design for, or how to generate a work envirnmonet. If you can edit your question if a little bit more information on what your question is we can help you out.
    – user9447
    Commented May 22, 2014 at 1:02

1 Answer 1


The resolution of your screen has nothing to do with the size of images you can create.

I can create a 1200x1600 image on a 600x800 screen. It just means I'll have to do some zooming and panning and scrolling to see it at actual size.


It would help to understand how you plan on accommodating different screens. Assuming you want to make a full-screen game, there are a few scenarios you could consider:

  • Design your imagery at a specific size, then stretch-to-fit.

    • Pros: One set of assets. One 'playing field'. If you design them fairly large to begin with, they should render fairly well even when stretched.
    • Cons: You need to account for aspect ratio differences (perhaps letterbox as needed). Shrinking down too far or up too far could produce a reduction in quality that is unsatisfactory.
  • Design your imagery at a specific size, but then crop/expand the playing field rather than stretching.

    • Pros: Assets are shown at 'actual size'. There is no aspect ratio issues.
    • Cons: Depending on the design game, this may or may not work.
  • Design to specific screen resolutions.

    • Pros: It will look 'perfect' on each screen you design for.
    • Cons: It may require creating several versions of each asset.
  • Build the game using vector-based assets.

    • Pros: Vectors can scale up and down without a loss in quality.
    • Cons: Not all platforms/gaming dev platforms support them.
  • I dont think you understand what is being asked...
    – user24028
    Commented May 21, 2014 at 21:00
  • @user24028 then you need to clarify your question.
    – DA01
    Commented May 21, 2014 at 21:02
  • it's not about the image size , it's about the resolution. i honestly think you lack the knowledge to help me out here.
    – user24028
    Commented May 21, 2014 at 21:07
  • @user24028 feel free to ask your question elsewhere. If you want an answer here, then you need to actually clarify what you are asking. FYI--image size and resolution are meaningless without context. Give us the context, and we can try and give you a better answer.
    – DA01
    Commented May 21, 2014 at 21:09
  • As you know , a screen set on 1980x1080 will display a 200x200 image different from a 1366x768 set screen. The image will probably suffer a lack of quality and proportion changes.
    – user24028
    Commented May 21, 2014 at 21:16

Not the answer you're looking for? Browse other questions tagged or ask your own question.