Procreate 2 is here!
Made for iOS 7
iOS 7 has been nothing short of a seismic shift in terms of interface design. What was once faux and bulbous is now simple, clean and flat.
We’ve been big believers that Skeuomorphic designs have their place – it’s a technique in every designer’s toolbox. But we also believe the technique has been overused, maybe even abused. It’s great to see Apple shake off that tacky Corinthian leather and cheesy faux fabric in favour of simple, clean and honest designs.
When we approached the redesign of Procreate, we ventured with cautious enthusiasm. While embracing the new visual language of iOS 7, we wanted to make sure that the soul of Procreate was not only preserved, but taken even further.
Playing in a field of Skeuomorphic interfaces, Procreate was one of the few Apps which only indulged in Skeuomorphism when it made sense.
So much of the cool stuff in Procreate 2 is not immediately apparent, like the all-new vector interface. Savage vector interface technology simplifies the entire interface and effectively means Procreate 2 is resolution independent. This means Procreate 2 is lighter, less resource hungry and future-proofed in the event of resolution changes. We think it’s also the start of something big and we plan to develop this technology even further.
GPU accelerated filters & adjustments
The GPU accelerated filters and adjustments are not pre-baked automated consumer filters found in other Apps – these are a set of advanced tools which allow you as an artist to create a limitless amount of effects and adjustments.
When we approached this feature, we could see a real opportunity to improve workflow and efficiency for artists so they didn’t have to leave Procreate and go through a messy (and time consuming) process of converting, exporting, adjusting and then re-importing every layer back into Procreate.
In Procreate 2 this whole process has been eliminated with the introduction of GPU accelerated filters and adjustments. We’ve built these right into Silica, so they’re powered by OpenGL which means they’re incredibly fast. The result is realtime filters and adjustments which perfectly complement the freehand workflow.