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Phil Maxey's Blog

 

I started with Flash way back in 2004, after gaining coding experience working on personal Atari ST/Amiga and PC projects. I worked until 2008 as a Flash designer/developer on various Flash projects for advertising agencies, creating games and banners for high profile campaigns. In March of 08 I decided to work full time on creating Flash games. That first year was pretty tough, but at the end of it I created a game which would change my life, that game was Christmas Crunch. Over the years that followed I created many games that were sponsored by various game portals (Mochigames, Armor etc). In 2012 I released my first 2 iOS games (created with Adobe AIR) Wordora and Balloodle. I'm currently working on a fantasy/strategy/async/MP game for iOS.

 

Member Blogs

Posted by Phil Maxey on Thu, 26 Feb 2015 02:10:00 EST in Business/Marketing, Programming, Production, Indie
There are lots of choices we make as indie game developers that have lasting effects on our careers, from the platforms to the tools to the game genres we choose to spend time on. This post is about some of those choices.


Posted by Phil Maxey on Sun, 17 Nov 2013 08:06:00 EST in Business/Marketing, Programming, Production
This is a tale of when over ambition meets reality. I had an idea over a year ago to create a "big" iOS strategy/fantasy/multiplayer game. The following describes the end of the beginning.



Phil Maxey's Comments

Comment In: [News - 03/25/2015 - 05:00]

I agree it 's less ...

I agree it 's less relevant on mobile because you have so many games being pushed on people, and you have the occasional fluke, but even on mobile if you look at the top games even match 3 games are polished to a high degree. And if your mobile game ...

Comment In: [News - 03/06/2015 - 02:26]

We don 't stop playing ...

We don 't stop playing because we grow old we grow old because we stop playing - George Bernard Shaw.

Comment In: [News - 03/05/2015 - 08:04]

Even with such basic graphics, ...

Even with such basic graphics, Adventure really was an adventure, and was the first game I played which gave me a sense of exploring a world and having some control over it, to a 7 year old version of myself this was pure magic. I shall forever be grateful to ...

Comment In: [News - 03/03/2015 - 12:30]

@James r nI don 't ...

@James r nI don 't know why they don 't have the option to pay a one off fee to remove the branding.

Comment In: [Blog - 02/26/2015 - 02:10]

@Kyle r n r nCommunity ...

@Kyle r n r nCommunity curation via Greenlight stops that from happening.

Comment In: [News - 03/02/2015 - 05:13]

It was the pocket gamer ...

It was the pocket gamer submissions page which made me decide enough is enough in regards to being an indie developer on mobile. I 've switched to PC/Steam/Unity and it just feels right. It might be easy to do a mobile game and get it on the App stores, but ...