I'm trying to figure out how to draw my pixel art at a tiny size but upscale it for viewing on a monitor. So far I've been doing this by setting the zoom of my camera2D to .3 and setting the Rect.Scale of my Components to 3, but I'm finding that as I create more complicated UIs, manually setting the scale is causing problems.
Is there another way to do this? Ideally I'd like to not have to constantly be multiplying or dividing the scale by 3. I'd rather render my game 1 to 1 to a small buffer (around 340x200 in size) and then upscale it by a factor of 3 when I run it so it's large enough to see on my target device. (Of course, I do want to be flexible about window sizes too so that if my game is rendered on a different device with a different aspect ratio and pixel density it can scale appropriately for that too).