I don't know of any videos explaining it, but I can try to explain it a little better.
Let's think about just working in one dimension to start with We'll talk about X. The same principle applies to both the X and Y axis, but trying to consider them both at the same time might be a little confusing. And, for simplicity's sake we will use easy to divide/visualise numbers, not that these would be the numbers that you would actually use in-game.
So, you're designing a level in your game, and you decide that regardless of the screen resolution that the game is being played at you want the same visible area to be displayed. That means that if someone is playing at a resolution of "100 pixels" and another person is playing at a resolution of "200 pixels", their game view should be identical, albeit
stretched to fit the resolution.
The person playing at the 200px resolution would not be able to see any additional details to the left/right, compared to the 100px player.
With me so far?
So when you design an asset, you are not saying "I want this asset to be N pixels wide", instead you are saying "I want this asset to take up a certain percentage of screen space". Therefore if you decide your asset needs to be 10% of the visible width, and your "native resolution" for the game is 100px, then your asset needs to be 10px wide.
So what happens when the 200px player comes along? Obviously 10px is not 10% of 200, it's 5%, so, in order to prevent your assets from looking smaller on the 200px resolution, we instead (In the game, via the camera) draw the game scene at the native resolution (100px) and then scale that up by a factor of 2! That way your 10px asset becomes drawn over 20px, which maintains the same percentage of screen width.
This scaling factor is done based on the resolution (And should be handled automatically by the camera. This is normally done via "pixel perfect" scaling or similar) So if the target resolution was 300px, the scale factor would be 3 and so on.
What you need to decide as the designer is what the native resolution of your game is, which gives you the concept of how "big" your assets will be in-game.
The reason we say you need to be careful when deciding a native resolution, is because when working with a pixel art game you want to choose something where it can scale to other resolutions using only an integer scaling factor (1,2,3 etc.) The reason for this is because when you do so, your scaled pixel-art is guaranteed to "fit" the pixels of the target resolution. For example:
If you have pixels draw at coordinates 0->3, and you need to scale this by a factor of 2, the output is that pixels are draw at coordinates 0->6. Those coordinates relate to actual physical pixels on a monitor.
However, if you took 0->3 and attempted to scale it by a factor of 1.5 you would get coordinates of: (0, 1.5, 3, 4.5) This is
bad because those decimal coordinates do not relate to an actual physical pixel on the monitor. GPU doesn't know exactly how to render that, so it will make a best-fit (Which is normally rounding). That rounding means that sometimes the pixel will be drawn only on the integer part (e.g at pixel 1) and sometimes it will render in both pixel 1 and pixel 2.
THAT gives you pixel jitter.
(It is also important to note that if the camera is positioned in such a way where it is not clamped to a "pixel relative" value, you can also get pixel jitter due to the offset, but thats a story for another time)
EDIT:
I found a link that explains the issue quite well with visual examples. This is actually the
exact problem I had (Started at 720 native, tried to scale up to 1080)
I'm developing a pixel art 2D platformer for PC and smartphone, but I'm stuck on a technical issue. I chose to have a 32x32 tile resolution, and a 64x64 character sprite resolution. The levels are
gamedev.stackexchange.com
Luckily I found another way of fixing it after some heavy googling. Still not ideal but it works to the degree that people might not notice if they weren't originally aware haha!