It seems that no matter how experienced you are, resolution decisions are always tricky to solve. I've been working with desktop games forever and got that down pat but now I'm exploring mobile devices and wow, picking the proper resolution is a nightmare and much more tricky! This topic is specifically geared towards standard "static" apps instead of games. Think calendars, wishlists, memos, facebook etc... Things that mostly deal with text...not things like Flappy Bird, runners etc.. What are your go-to resolutions for developing these kinds of apps? I read that 1280x720 is the most common resolution these days. However, my S8 has 1480x720, 2220x1080,2960x1440. Someone's Galaxy Tab A 10.1" is 1920x1200. Who knows what other crazy resolutions other devices have. I also read that developing in 360x640 is popular because it easily and evenly scales up to 720 and 1080. If that provides me with enough space its something I'm going to look into. The main question I have is regarding these odd sizes. Upon further inspection, these odd sizes are standard resolutions just with a little extra space: So even developing at 360x640 will still contain black bars equal to that last column on both sides. What do you do about this and these black bars? I never see these black bars on any apps I've downloaded. How do they manage this? Is this where design comes into play? Like, are they designing for the standard resolution and using the extra space as a bleed edge/overscan and don't put anything important in those areas? Or perhaps they shift the window up, double the blackbars on the bottom and cover it with a navigation bar? If 360x640 is too small for my app, then even using a res of 960x540 won't go evenly into the common 1280x720 format and the text will be blurry I think. I'm viewing this app as a pixel art game where there is no tex interpolation because its mostly text based.