Forget about pixels, first you have to model your world. Figuring out how to render it is last. Modeling your world after pixels is posible but not very helpful, you would need to scale that to render on different resolutions anyway. Whether you write your own physics or use an existing engine you will definitly work with KMS units. (Kilo, Meter, Second).
So, define your bricks in meters (2x1x1) and position them as Vector3((col * 2) , row, 0). For simplicity Map 2D space to 3D space as [X,Y,0] (ignore the Z dimension). All you have to worry now is positioning your camera to the right distance to ‘see’ all the bricks and the rocket. Position it a few meters Backward and make it face forward (LookAt=[0,0,0], Up = Vector3.Up).
How big a brick would appear depends on the camera distance, FieldOfView, and the actual resolution/dpi. Because of 3D distortion not all bricks appear the same.