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Interesting that designing for iOS non-games is the opposite: design @2x and then scale down.

The scaling down can be tricky though. I'd love to see a similar post to this: a pro's take on retina graphics.



My workflow has always been to create everything as vector artwork starting at the 1x resolution and then scaling up and tweaking for the retina display. However I could see the process reversing if I were creating artwork on a retina display.




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