I agree that they are a bit small, but I think they went for consistency. When you are exporting the game as .exe or .apk there is no empty space. It is filled with info such as warnings, multiple choices menus, how many builds you have left and so on.
From a UI design perspective you normally don’t
want to change your button standards regardless of the screen whitespace(open area). If everywhere else buttons conform to that text size/shape, then it should remain so here. This is because a lot of folks recognize shapes for context before they read, so having buttons all feel “similar” helps navigation.
They’re keeping the window a same size as well to make it resize uniformly on different displays.
Again, the above is just for context on why it is likely the way it is, not any judgment on whether a change should be made.
Again as UI designer i am 100% on par with your argument
Because it would make next to no sense to change button size across UI
From consumer perspective which is just here to use the product
And do not understand much about UI designing but only experiencing said product
I see inconsistency between size of something i could click in previous window
VS size of something i can click in next window
And in the end
UI should not make sense for UI designers (NOT meaning person who made it but people who understand how UI designing should be done)
But for consumers who care only about with what they can interact and where