I’m currently working on the Retina Sized assets for Thermo. I know designers attack this differently, and i’ve had a few questions on why i don’t design in @2x and then scale down. I like to design in the size that comes closest to the physical dimensions on the device. A desktop screen and your iPhones screen are obviously two completely different things, but i feel more comfortable putting the overall layout together at a size that feels like something i could view on my device. I’ve always felt the 640x960 to be an awkward canvas when compared to how it will display on the iPhone 4.
Scaling up doesn’t have to be a hassle though, as long as you stick with elements and values that you know will double easily. If you’re new to this you might want to read Bjango’s excellent articles on Designing for Retina Display. In Thermo, i’ve got some fairly heavy texture work, most of which aren’t exactly vector - however, with some forward thinking and some smart objects, scaling this thing isn’t impossible, it just requires a bit of manual labor.

7 notes