What is 36peas?.. links to latest stuff

We're working on a site update to consolidate this stuff a little better as soon as we get to it, but in the meantime I figured it'd be useful to drop some links here to key projects and information...

Mineral Cities (website, kickstarter) -- after much iteration we have our final feature set. Alpha (close to beta) versions are on their way out and we're looking to launch first half of 2014.

One Spear Savage (website, press page) -- a little project eminating from the December 2013 Ludum Dare, we polished it up over the festive break and it's out on the iOS App Store February 27th.

Unannounced Bitcoin project -- can't say much about this at right now, more details to come end of February. UPDATE: sites are up at and, more details to follow.

Consulting / client projects -- we're still paying the bills through consulting work -- for more information head over to the Productivity Balloon site where we've got more information.

I (Gareth) have more information on personal projects, blog posts and jam stuff over at my own site --

That covers the key stuff at moment, shout/email if you've any questions.


On Ludum Dare, Kickstarter and everything in between

So I wrote up some of the design work / process / thinking that I did in the 8 months between Ludum Dare #23 and launching the Mineral Cities Kickstarter last month.

The full post is here: 14 things I did to get from Ludum Dare prototype to fundable Kickstarter game

It includes such highlights as building alphas for one, iterating on design, essential UI and listening to and ignoring feedback.

I also posted it over at the Ludum Dare site -- you can find it there/here. Thoroughly excited about #LD26 this weekend.

As for Mineral Cities itself, well the campaign ends in a couple of days -- go back it now if you haven't already ;)



Mineral Cities: a city-builder/RTS hybrid

More to follow, but just a quick note to let you know that our latest project, Mineral Cities, just launched on Kickstarter.


GDC 2013: iOS Games in a Day

This has been on the GDC site for a while now, better get around to posting it -- myself and Ray Wenderlich are running an iOS game dev bootcamp on the Tuesday of GDC 2013. We've got some greate speakers lined up including Mike Daley (Co-founder 71squared), Mike Schramm (Editor TUAW/Joystiq), Keith Shepherd (Co-founder ImangiStudios), Rod Strougo (iOS Developer & Instructor, Big Nerd Ranch & Prop Group) and David Whatley (CEO, Critical Thought Games, LLC), as well as myself and Ray.

From the GDC Schedule page:

A one-day crash course in making iOS games. This daylong bootcamp will include enough specific technical and platform knowledge for attendees to either go away and start making their own iOS games, or to further understand the tools they are using. The day will be made up of a mix of discussion, deep dives, examples, and plenty of opportunities for audience Q&A. Session content will include an introduction to the iOS platform, crash courses in Cocos2d and Unity3d, popular/essential iOS APIs for games, and a deep-dive on game architecture selection and best practices.

Look forward to seeing you there ;)



Performance design patterns and post mortems for component architectures

Latest version of our component architecture research (from September 2012) is now up and available at the 360idev videos site.

From the presentation abstract:

This talk is a follow up to my 2011 360idev talk on component architectures for iOS games. It includes specific in-the-field post mortems and performance analysis from the implementation of a variety of component systems, implemented by myself and others (including other 360idev regulars).

The performance measurement elements are applicable to all architectures and the post mortem information is full of technical goodies about iOS implementation detail and nuance.