2 added 4 characters in body
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If your resolutions are similar to each other, you can just use the same art across all of them with maybe some downscaling at runtime for the smaller screens. If they differ by more than say a factor of 2x, you're going to need to author (or at least have an artist tweak) separate assets for the different resolutions.

With 2D, resolution has a huge affect on how you design images. A sprite that looks richly detailed and realistic at high-res will be muddy and indecipherable scaled down. Likewise, a sprite that's clean and sharp looking at low-res will look cheap and overly-simple at high-res.

If your resolutions are similar to each other, you can just the same art across all of them with maybe some downscaling at runtime for the smaller screens. If they differ by more than say a factor of 2x, you're going to need to author (or at least have an artist tweak) separate assets for the different resolutions.

With 2D, resolution has a huge affect on how you design images. A sprite that looks richly detailed and realistic at high-res will be muddy and indecipherable scaled down. Likewise, a sprite that's clean and sharp looking at low-res will look cheap and overly-simple at high-res.

If your resolutions are similar to each other, you can just use the same art across all of them with maybe some downscaling at runtime for the smaller screens. If they differ by more than say a factor of 2x, you're going to need to author (or at least have an artist tweak) separate assets for the different resolutions.

With 2D, resolution has a huge affect on how you design images. A sprite that looks richly detailed and realistic at high-res will be muddy and indecipherable scaled down. Likewise, a sprite that's clean and sharp looking at low-res will look cheap and overly-simple at high-res.

1
source | link

If your resolutions are similar to each other, you can just the same art across all of them with maybe some downscaling at runtime for the smaller screens. If they differ by more than say a factor of 2x, you're going to need to author (or at least have an artist tweak) separate assets for the different resolutions.

With 2D, resolution has a huge affect on how you design images. A sprite that looks richly detailed and realistic at high-res will be muddy and indecipherable scaled down. Likewise, a sprite that's clean and sharp looking at low-res will look cheap and overly-simple at high-res.