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.
Can we ever know the future? probably not but here's my take on what might happen in the games industry in 2016.
Game discovery is a problem. It’s at the heart of why the “Indiepocalypse” was a real event. Despite all the seemingly easy access to large numbers of players, the reality is that access is now more limited than it’s ever been for indie game developers.
Is the "Indiepocalpyse" real? or just the usual scare story put out by struggling indie game developers? Here's my 2 cents. If you're an indie game dev just starting out it might not be what you want to hear...
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.
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
[Blog - 02/04/2016 - 02:14]
All these things are important, ...
All these things are important, but first comes making a high quality product : without that as you say in your post you won 't be able to sustain your chart position, via burst advertising or any other kind.
[News - 02/02/2016 - 01:59]
[Blog - 01/20/2016 - 01:14]
There 's always been this ...
There 's always been this feeling with mobile that, mobile devices were flat screen TVs that you happen to carry around with you, and therefore if you kept increasing their processing power at some point you could carry over any kind of hardcore game from PC/Consoles to them, and those ...
[News - 01/14/2016 - 06:52]
[News - 01/11/2016 - 11:44]
[News - 01/06/2016 - 11:14]
499 in the UK, plus ...
499 in the UK, plus shipping plus the cost of whatever a decent PC is going to cost. Unless the price comes down fast on this and any other contenders are cheaper, it 's the price that could kill VR in the long run.