I’ve been told that I’m over-zealous about latency. Having spent more than 10 years working in the video-games industry as both an engineer and a designer, I’ve found latency to be one of easiest things to point out that differentiates a good experience from a bad one. It’s usually not easy to fix though.
I believe latency is one of the reasons why Call of Duty has been more successful than its competitors, why Apple now has such a huge chunk of the mobile space, and why Guitar Hero was just so good. And I do loathe navigating an interactive system and not knowing whether it actually registered my last button-press or not (I’m looking at you, stupid TV navigation menu!).
So, developing Colors!, I’ve always been very conscious about this. From experience I can tell you that sketching in 60 fps just feels so much better than doing it in 30 fps. I have no doubt that many people wouldn’t consciously see the difference, but it’s not about that – it’s about how good it feels when you paint that stroke – it’s about making it fun.
Colors! is all about that. Strokes should be instant, just like a pen on paper. The color palette should pop the instant you press that button, not a tenth of a second later. I believe this to be no different than pressing the attack button in a game – you want to stay immersed and not lose focus. And creativity is all about that – it’s about getting that idea down before the flow is lost.