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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

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: [News - 06/22/2016 - 02:59]

Exactly, it might happen, but ...

Exactly, it might happen, but hardware manufactures are always going to think they can make more money with their tech being in the living room than in an arcade.

Comment In: [News - 06/24/2016 - 08:58]

Deleted comment. ...

Deleted comment.

Comment In: [News - 06/23/2016 - 09:06]

I 'm constantly amazed that ...

I 'm constantly amazed that there 's any magazines being sold anywhere, especially when I look at the prices of them in the UK. I 've still got boxes of old computer magazines, going right back to 1984,and I collected Edge for probably over 10 years, but times change and ...

Comment In: [Blog - 06/20/2016 - 02:11]

Lots of good info here ...

Lots of good info here thanks for that. I 'm also considering doing a strategy game, although I 'm planning on it being multiplatform so mobile and PC, I find it hard to justify these days just doing one or the other when if you plan carefully you can cover ...

Comment In: [News - 06/16/2016 - 01:11]

Totally agreem Unity Plus seems ...

Totally agreem Unity Plus seems a decent deal to me, no Unity loading screen, up to 200k, publish to mobile and only 35 pm, which is a lot better than before.

Comment In: [News - 06/08/2016 - 03:27]

Interesting but if given a ...

Interesting but if given a choice people would prefer the choice of having to pay for IAP 's, or the certainty that an amount of money will be deducted from your account, whether you play the game or not. IAP 's work probably because people don 't realise how much ...