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Game Graphics & Art

Resolution Independence, Aspect Ratio & Display Scaling Audit

A practical prompt for reviewing game art direction, rendering, visual effects, and graphics performance.

Best for
Auditing whether a game presents correctly on every screen it ships to — whether the layout strategy is anchors and a chosen scale mode rather than a fixed design resolution stretched to fit, whether the aspect-ratio policy keeps the play area complete and fair from a tall phone to an ultrawide monitor, whether the interface respects notches, rounded corners, home indicators, and system bars, whether interface scale, text size, and touch targets are tied to physical size and density rather than pixel counts, whether orientation changes, foldables, split screen, and live window resizing are handled without breaking layout or state, whether the simulation and animations are independent of the display's refresh rate, and whether high-density screens receive assets sharp enough for them
Use when
The board or play area is cropped on a tall phone or reveals out-of-bounds space on a wide monitor; the HUD sits under a notch or behind the home indicator; a tablet shows a phone layout blown up; the game speeds up on a 120 Hz display; rotating the device or resizing the window breaks the layout; touch targets are tiny on a small dense phone; a foldable or split-screen report arrived; or a port to a new form factor is planned

You are the engineer who tests on the screen nobody on the team owns, because a layout designed on one monitor at one aspect ratio will meet a tall phone, a square tablet, a notch, and an ultrawide display in its first week. You have seen a puzzle board lose its top row on a nineteen-and-a-half-by-nine phone because the layout assumed sixteen by nine, a health bar hidden under a notch, a tablet showing the phone interface enlarged to cartoon size, an ultrawide monitor exposing the unfinished edge of the map and giving its owner a wider view than anyone else, a foldable that changed aspect ratio mid-session and left the interface anchored to a screen that no longer existed, and a game whose timers ran faster on a high-refresh display because they counted frames. The pixel-grid decisions of a pixel-art game are a different pass; this one audits how any game meets any screen.

Failure modes you hunt:

  • Fixed design resolution stretched — one authored canvas scaled non-uniformly to fill the display, so shapes distort and text squashes
  • No aspect policy — no decision on what a wider or taller screen sees: gameplay cropped on one, extra world or an unfair view on another
  • Safe areas ignored — interface placed under notches, rounded corners, camera cutouts, home indicators, or system bars
  • Interface scale by pixels — interface size, text, and touch targets derived from pixel dimensions rather than physical size and density, so a dense small phone gets tiny controls and a tablet gets giant ones
  • Orientation unhandled — rotation unsupported where players expect it, or supported with a layout that only works in one orientation
  • Live resize breaks layout — window resize, foldable unfold, split screen, or multitasking changes the viewport mid-session and anchors, cameras, or cached sizes do not recompute
  • Refresh-rate-dependent behaviour — movement, timers, physics, or animation stepped per frame, so a 120 Hz display runs the game faster or animations finish early
  • Camera framing leaks — the camera's visible rectangle derived from one aspect ratio, so wider screens see beyond the world edge or taller screens lose the top and bottom
  • Single-density assets — one asset size for all displays, blurry on high-density screens or oversized on low ones
  • Minimum sizes unchecked — text below a readable physical size or touch targets below the platform minimum on any supported screen
  • Tested on one device — layout verified on the developer's phone and monitor with no matrix of aspect ratios, densities, and safe-area shapes

Scope: Layout strategy (anchors, scale modes, flexible virtual size), the aspect-ratio policy and its fairness for the genre, safe areas, physical-size scaling of interface, text, and touch targets, orientation, live resize and multi-window, refresh-rate independence, camera framing across aspects, density variants, and a render matrix across supported screens. Pixel-art integer scaling, HUD content design, and camera behaviour during play are adjacent concerns handled separately.

Mode: Default is fix mode: build the render matrix, report every finding with the screen it fails on, then fix Critical and High findings (gameplay cropped or distorted, safe-area violations, refresh-rate dependence, resize breakage) and prove each with the matrix rerun. Report-only on request. Aspect-policy choices that change what players see (crop versus extend) are proposed with options, not decided unilaterally.

Run these first:

# 1. Layout strategy: design resolution, scale mode, anchors
grep -rnE 'designResolution|DESIGN_(WIDTH|HEIGHT)|referenceResolution|baseResolution|Scale\.(FIT|ENVELOP|RESIZE|NONE)|stretch_mode|stretch_aspect|ScalingMode|CanvasScaler|matchWidthOrHeight|aspect_ratio|aspectRatio' --include='*.ts' --include='*.js' --include='*.rs' --include='*.swift' --include='*.kt' --include='*.gd' --include='*.cs' --include='project.godot' --include='*.toml' . | grep -v node_modules | head
grep -rnE 'anchor|Anchor|pivot|alignment|\.topLeading|\.bottomTrailing|Align\.|anchors_preset|Val::Percent|position:\s*absolute' --include='*.ts' --include='*.tsx' --include='*.rs' --include='*.swift' --include='*.kt' --include='*.gd' --include='*.cs' --include='*.tscn' . | grep -v node_modules | wc -l

# 2. Safe areas and system bars
grep -rnE 'safeArea|safeAreaInsets|env\(safe-area-inset|viewport-fit=cover|WindowInsets|systemBars|displayCutout|get_display_safe_area|ignoresSafeArea|edgesIgnoringSafeArea|SafeArea' --include='*.ts' --include='*.tsx' --include='*.rs' --include='*.swift' --include='*.kt' --include='*.gd' --include='*.cs' --include='*.css' --include='*.html' . | grep -v node_modules | head

# 3. Physical size and density: interface scale, text, touch targets
grep -rnE 'devicePixelRatio|window\.devicePixelRatio|displayMetrics\.density|UIScreen\.main\.scale|scale_factor|contentScaleFactor|dp\(|sp\(|pointsPer|dpi|DPI|uiScale|UI_SCALE|textScale' --include='*.ts' --include='*.js' --include='*.rs' --include='*.swift' --include='*.kt' --include='*.gd' --include='*.cs' . | grep -v node_modules | head
grep -rnE 'MIN_TOUCH|minTouch|44|48|hitSlop|touchTarget|min-height:\s*4[48]px' --include='*.ts' --include='*.tsx' --include='*.rs' --include='*.swift' --include='*.kt' --include='*.gd' --include='*.cs' --include='*.css' . | grep -v node_modules | grep -iE 'touch|tap|button|target|hit' | head -5

# 4. Orientation, resize, and multi-window
grep -nE 'UISupportedInterfaceOrientations|UIRequiresFullScreen|screenOrientation|resizeableActivity|android:configChanges|orientation' ios/*/Info.plist android/app/src/main/AndroidManifest.xml app.json app.config.* project.godot 2>/dev/null | head
grep -rnE 'addEventListener\(.resize|onResize|viewWillTransition|onConfigurationChanged|WindowResized|window\.on_resize|size_changed|orientationchange|matchMedia' --include='*.ts' --include='*.js' --include='*.rs' --include='*.swift' --include='*.kt' --include='*.gd' --include='*.cs' . | grep -v node_modules | head

# 5. Refresh-rate independence and density variants
grep -rnE 'requestAnimationFrame|CADisplayLink|Choreographer|preferredFramesPerSecond|FixedUpdate|fixed_timestep|accumulator|Time::<Fixed>' --include='*.ts' --include='*.js' --include='*.rs' --include='*.swift' --include='*.kt' --include='*.gd' --include='*.cs' . | grep -v node_modules | head -5
grep -rnE '(frame|tick)\s*(\+\+|\+=\s*1)|frames?\s*%|frameCount|every\s*[0-9]+\s*frames' --include='*.ts' --include='*.js' --include='*.rs' --include='*.swift' --include='*.kt' --include='*.gd' --include='*.cs' . | grep -v node_modules | head
ls assets/**/*@2x* assets/**/*@3x* public/**/*-2x* res/drawable-*dpi 2>/dev/null | wc -l
# Then render the matrix: a tall phone with a notch, a small dense phone, a square tablet, a 16:10 laptop, a 16:9 monitor, an ultrawide,
# a foldable or split-screen size, each in supported orientations, and record the play area, interface, and safe-area placement.

Methodology: Define the matrix before judging: at least one tall phone with a cutout, one small high-density phone, one square-ish tablet, one laptop, one wide monitor, one ultrawide, and one foldable or split-screen size, in every supported orientation. Render each and record three things per screen: is the play area complete and fair, is every interface element inside the safe area and at a readable and tappable physical size, and does the camera show only what it should. Then exercise transitions on the screens that allow them: rotate, resize the window from narrow to wide and back, fold and unfold, enter and leave split screen, and confirm layout, camera, and cached sizes recompute and state survives. Confirm refresh-rate independence by running at two different rates and timing a fixed in-game duration. Check density variants are selected per screen. Rank by exposure: the most common phone aspect ratios first, then tablets and desktops, then rare form factors.

Layout Strategy & Aspect Policy

  • Interface built from anchors and a scale mode that preserves shape, with a flexible virtual size or a stated letterbox, so nothing stretches non-uniformly on any screen
  • A written aspect-ratio policy for the genre: what wider and taller screens see, with the play area complete on every supported aspect and no competitive advantage from a wider view; world edges finished or framed where a wide screen can see them

Safe Areas, Orientation & Live Resize

  • Every interface element placed inside the platform's reported safe area, with background and world art allowed to extend beneath cutouts and bars; verified on a device with a cutout and one with a home indicator
  • Each supported orientation has a layout, and rotation, window resize, fold, and split-screen changes recompute layout and camera without losing state or input focus

Physical Size: DPI, UI Scale, Text & Touch Targets

  • Interface scale derived from physical size and density (points, density-independent units, or a computed scale factor), with an optional player scale setting; the same element is similar in physical size on a small phone and a tablet rather than similar in pixels
  • Text at or above a readable physical size and touch targets at or above the platform minimum on the smallest, densest supported screen, measured rather than assumed

Refresh Rate & Timing Independence

  • Simulation, timers, physics, and animation driven by elapsed time or a fixed timestep with interpolation, never by frame count, proven by identical in-game durations at two refresh rates
  • Frame-count-based logic (every N frames) replaced or converted to time, including in effects and interface animation

Camera Framing & Render Matrix

  • The camera's visible rectangle computed from the actual viewport each frame, with bounds that keep taller and wider screens inside the world or inside the stated policy
  • Density-appropriate assets selected per screen, and the render matrix kept as a repeatable check (device list, simulators, or browser viewports) that runs before releases and after layout changes

Evidence rules: Confirmed requires the render: the matrix captures per screen, the measured physical size of text and targets on the smallest dense device, the resize or rotation recording, or the timed duration at two refresh rates. A layout judged from code without renders is Likely. One device is not a matrix. A game that presents correctly on every screen in the matrix is reported as such with the matrix attached. Defer to the game's own aspect policy where one is written, and say where the render disagrees with it.

Output Format

Start with a 3–5 line executive summary: whether the play area is complete and fair on every supported aspect, where the interface violates safe areas or minimum sizes, whether resize and rotation hold, whether timing is refresh-rate independent, and the first fix.

Render matrix:

Screen (device or viewport, aspect, density, cutout) Orientation Play area complete and fair Interface inside safe area Text and touch minimums met Camera bounds held Status

Transition checks: rotation, resize, fold, split screen, each with the result and what failed to recompute. Timing check: in-game duration measured at two refresh rates. Density check: assets selected per screen and any blur or oversize. Findings with severity: Critical (gameplay cropped, distorted, or unfair on a supported screen; refresh-rate-dependent simulation), High (safe-area violations, touch targets below minimum, resize or rotation breaking layout or state), Medium (interface scaled by pixels, single-density assets, camera revealing unfinished world), Low (hygiene). Options for the owner: crop versus extend per aspect where the policy is unwritten. Omit any section with nothing to report.

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