Exploring Creations from the 360iDev Game Jam

On a recent Tuesday evening at the 360iDev event held in San Jose, approximately 60 software developers converged at eBay’s campus. By 8 PM, they were securely inside, ready to embark on an overnight coding marathon known as a game jam. The objective was clear: to create game prototypes before 8 AM the following morning. While some attendees focused on existing projects, others brainstormed new concepts based on the theme “Tiny.” The coding session stretched into the early hours, with many developers coding tirelessly until after 2 AM.

Initially, it seemed like a casual, fun-filled gathering—an opportunity for developers to enjoy a night at eBay’s campus. However, the stakes were high; this wasn’t just for fun.

In fact, past game jams like this have led to the creation of games that later appeared in the App Store, such as one notable game. This demonstrates that while the primary goal is to challenge developers’ skills, the event also serves as a potential launchpad for commercial products.

The event was supported by Touch Arcade, which established a forum for participants to share and document their progress. Insights into the development process were shared widely, with many developers actively participating in discussions and sharing updates about their projects. The atmosphere was one of focused creativity, with occasional bursts of discussion about game mechanics and design ideas.

Among the participants were Natalia Luckyanova and Keith Sheperd from Imangi Software, who worked on a game involving bees navigating past flowers, a concept designed to simulate the pollination process. Their previous game jam efforts had led to the creation of Hippo High Dive, suggesting potential future success for their new project.

Rob, a software engineer from Tapulous, experimented with a particle system on the iPhone, capturing developers’ faces to integrate into his application.

Although not a traditional game, the visual effects were impressive. Meanwhile, Jason Citron and Jakob Wilkerson from Aurora Feint worked on a multiplayer game inspired by Scorched Earth, which involved shooting between planets. Their project showcased a chalkboard aesthetic and demonstrated their professional approach to rapid game development.

Nathan Eror from Free Time Studios developed “Kayak King,” a game that cleverly utilized swiping motions to simulate rowing a kayak. This project was completed with minutes to spare, highlighting the intense focus and quick execution typical of game jams.

Owen Goss of Streaming Colour Studios and Mike Berg from We Heart Games collaborated on “Atomz,” a game where players match colored atoms. This game was one of the most polished projects presented, featuring 3D models and utilizing a proprietary game engine for rapid development.

The event not only showcased the technical skills of the developers but also highlighted the vibrant community and collaborative spirit inherent in the gaming industry.


Edward is a dedicated writer for TUAW, your go-to source for all things Apple. With a keen eye for detail and a love for technology, Edward brings insightful reviews and updates on the latest Apple products, from the iPhone and iPad to the MacBook and Apple Watch. His articles are both informative and engaging, making complex tech topics easy to understand. When he’s not writing, Edward enjoys exploring new apps and features on his Apple devices, always staying ahead of the curve.