Hi, It's my first time ever posting, so sorry if this is the wrong section. I'm looking at making a 2D pixel art game. My partner who makes assets and I decided on 80x80 tiles. This means she makes the tiles and assets at 40x40 and then renders at 80x80 to give them a pixelated look. We were considering sizes like: 40x40 -> 80x80 for tilemap, 80x80 -> 160x160 for some items etc. The biggest she would make is 80x200 for a large weapon eg. 2-handed weapon and then render (for this one) at 160x400. However, we've just read that we should be using pixel assets of a 2 factor, eg. 16x16, 32x32, 64x64 etc. for all assets including the tilemap and every tilemap I look at has assets of this 2 factor size... Is it really so bad to do things the way we suggested? Of course, it's early in the project so only very few assets were made and could be somewhat changed. However, there are other games that do this the same way (with 80x80 tiles, and assets made at 40x40). The main thing is that the quality increase is quite noticeable. We have discussed sizes more and 32x32 (rendered at 64x64) just doesn't look detailed enough for our assets. When rendered at double size, the missing 20% of pixels result in quite a loss in quality (even for pixel assets) especially at resolutions scaled higher than 1920x1080. So could we please get some advice here? Are we going about this the wrong way? I've had problems trying to figure out what "Unity units" screen size I should use. Obviously I'd like "1 unity unit" to equal 1 tile for my game (unless there is a better way to do this?). Is there some calculator I can use to determine what 1 unity unit would be for 80x80 tiles, or again is it really recommended we use eg. 64x64? Thanks so much for your time!