In 2012, I took a year off from work and wrote Wide Sky. It's a game but it was also an experiment in code, animation, design and user interfaces. I tried to explore a lot of different routes and make it as interactive, playful and captivating as possible.
The game uses some parts of cocos2D but the stand-out features and heavy-lifting is done by an early version of Meek, a native iOS engine I wrote to allow for smooth, performant animations and 2D/3D drawing.
Wide Sky will get iPad support on March 7th.
More at: forgeandform.co/wideSky
Twitter: twitter.com/marcus_eckert
Wide Sky on the App Store:
itunes.apple.com/us/app/id592925278?mt=8
twitter.com/marcus_eckert