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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 - 07/26/2016 - 11:36]

I said years ago on ...

I said years ago on this very website. All Nintendo need to do is release a tablet like console, that also plugs into TV 's, and that looks like what they might be about to do. Only problem is I said that years ago.

Comment In: [Blog - 07/25/2016 - 12:15]

Good write-up. r n r ...

Good write-up. r n r nThe thing about being an indie game dev is that unless you have a big success, nothing will really change. You will continue to struggle to find the time/money to make any other game you want to work on, and then that game will probably ...

Comment In: [News - 07/13/2016 - 03:10]

Absolutely, it 's basically a ...

Absolutely, it 's basically a perfect storm which has created something which is very viral. r n r nAlso agree with your other points, the other companies at the top of the charts, probably wouldn 't be too bothered by the fact there 's 1 game at the top that ...

Comment In: [Blog - 07/14/2016 - 11:33]

Agreed, although you said some ...

Agreed, although you said some projects, that 's the point, there are so few pixel art freelance contracts, and what there are will probably go to the few well known and admittedly highly talented pixel artists already out there, and then even for these people it 's hard to get ...

Comment In: [Blog - 07/12/2016 - 10:34]

Totally agree with this, there ...

Totally agree with this, there 's so much great game related visuals on there.

Comment In: [Blog - 07/07/2016 - 10:32]

Gif 's are a great ...

Gif 's are a great method to promote, but as has been mention, they can end up being huge files which sort of defeats the object of them. This is especially true for games that have lots of colours/shades, which is why GIF 's are probably best suited to limited ...