360iDev Game Jam: 10 Hours of Game Development Insanity
Friday, October 2nd, 2009
Earlier this week, various iPhone developers all made their way to the 360iDev conference held in Denver, CO to mingle with other developers, as well as participate in educational sessions that covered things like development tips, the business of the iPhone, graphics/sound design, and many other topics. As these developers returned home, many of them posted their thoughts on the conference on their blogs.
I've read a lot of great posts, but David of Critical Thought Games (The makers of geoDefense [$1.99] and geoDefense Swarm [99¢]) summed things up nicely on his blog, not only about 360iDev, but also about the wonderful indie-friendly gaming economy Apple has created:
What made 360IDev so great was the people. And I'm not just talking about the friends I made there... though that was especially precious. But I'm talking about everyone as a whole. Because what I saw at 360IDev is something I haven't seen in about 15 or 20 years. It's a bit hard to describe... but what I liken it too is the early days of the Game Developers Conference. Back when it was small, and the people were all there with a singleness of purpose and the people who put it on were as gracious and helpful as they could be.
To be blunt, the conference was not dominated by stuffed suits, not dominated by nonsense, not dominated by people hawking stuff... there wasn't even a single prima donna in sight! People were there to learn from each other, help each other, and band together to achieve their ambitions. The sense of community, which I feel the whole game industry lost so long ago, was a constant at this conference. It was, I realized by the second day, home.
One of the most interesting things that took place at 360iDev was the iPhone Game Jam, an all-night coding bonanza that went from 6 PM on 9/29 to the start of the first session the following morning. Anyone interested in making a game is welcome, regardless of experience level, as long as you can produce something playable.

Now, keep in mind, ten hours is hardly enough time to get a functional prototype working, so many of these games are very rough around the edges. Regardless, it's very cool to see what everyone come up with and was able to get together under such heavy time restraints. We were sent a sneak peek of a few of these projects from the Game Jam.


What made 360IDev so great was the people. And I'm not just talking about the friends I made there... though that was especially precious. But I'm talking about everyone as a whole. Because what I saw at 360IDev is something I haven't seen in about 15 or 20 years. It's a bit hard to describe... but what I liken it too is the early days of the Game Developers Conference. Back when it was small, and the people were all there with a singleness of purpose and the people who put it on were as gracious and helpful as they could be.


We first played Eliminate back at WWDC, and while there wasn't much to the game at that time, it was clear there was potential for something remarkable. This week we played what was one of the final builds of the game before its submission to Apple, and after my limited time with the game it's extremely difficult to find anything negative at all to say about the entire experience.
This week we got our hands on ngmoco's TouchPets Dogs, a title I admittedly didn't have much interest in throughout most of its development. I fully admit that I felt that I was completely outside of the demographic that virtual pet games appeal to and I think a good part of our readership likely feels the same way. However, the latest build of the game, combined with the full realization of the cool things that are going to come out of the remarkably full featured social network they have built in to the game has transformed TouchPets Dogs in to a completely different animal.



















