Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
May 29, 2016
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


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

Can we ever know the future? probably not but here's my take on what might happen in the games industry in 2016.

Posted by Phil Maxey on Mon, 07 Dec 2015 09:59:00 EST in Business/Marketing, Indie
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.

Posted by Phil Maxey on Fri, 25 Sep 2015 12:31:00 EDT in Business/Marketing, Production, Indie
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...

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: [Blog - 05/19/2016 - 01:51]

Thanks for the info. I ...

Thanks for the info. I definitely like the approach you 're taking, of making a cool, interesting, fun game first and foremost that appeals to a small but dedicated fanbase and letting everything else take care of itself. That I think is pretty much the only way to succeed these ...

Comment In: [News - 05/06/2016 - 01:14]

I used to play COD ...

I used to play COD regularly but I can 't remember the last time I played it, and that 's the same for most of the people I knew who played it. The remastered MW1 looks great, and I think a lot of people will buy it just for that. ...

Comment In: [News - 05/06/2016 - 07:35]

It has to have at ...

It has to have at least current gen graphics capabilities, and if they truly want it to succeed next gen. They can 't release a console with some kind of hardware gimmick but with last gen visuals and expect it to be a success because it won 't succeed. So ...

Comment In: [Blog - 05/05/2016 - 01:22]

The already rich will reinvest ...

The already rich will reinvest a large chunk of their profits back into the paid search, further fortifying their position on top Agreed, and I don 't see the situation getting any better for companies/individuals who can 't compete with either ad spend or perhaps paid search.

Comment In: [News - 04/29/2016 - 03:56]

In the current climate I ...

In the current climate I think they did well to last as long as they did. I doubt if this will be the last of the big game review websites that goes out of business this year.

Comment In: [News - 04/26/2016 - 06:05]

Great is very subjective. I ...

Great is very subjective. I think it 's easier to look at the volume of games that are released, and then look at the few that are successful, and see who 's making those few, are they indie devs or are they companies spending a lot on advertising the flipside ...