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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 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: [Blog - 06/14/2014 - 08:11]

I think the key question ...

I think the key question is whether those small differences led to the huge difference in success between the 2 games. I would argue not. I 'm not saying that small differences to a games gameplay mechanic cannot lead to success or failure, of course they can, I 'm just ...

Comment In: [News - 06/10/2014 - 02:19]

I 've said this a ...

I 've said this a 100 times before but here I go again. r n r n1 Launching a new console a year before the world had been waiting 7 years for the new XBox/PS was not the wisest of moves. If you are going to do that, you simply ...

Comment In: [News - 05/19/2014 - 04:31]

Twitch being acquired was/is inevitable. ...

Twitch being acquired was/is inevitable. Google might be a good fit, but it 's hard to see how if they do buy Twitch how Twitch won 't just become absorbed into YouTube.

Comment In: [News - 05/09/2014 - 03:25]

You think the free version ...

You think the free version of Unity without the Splash screen for 19.99 is unreasonable

Comment In: [Feature - 05/12/2014 - 02:00]

Online multiplayer is one of ...

Online multiplayer is one of the most difficult things to implement in game development, even in a turn-based strategy game such as I 'm developing, the issues mount up if you want the player to be able to see a replay or have an Undo option, but having said all ...

Comment In: [Blog - 05/08/2014 - 11:45]

Thanks. I 've actually decided ...

Thanks. I 've actually decided to draw a line under things and to launch it within the next 41 days. There 's a lot done, but still a lot to do. You can follow my progress and probable descent into madness at @clankingdom on Twitter :