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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: [Blog - 09/29/2016 - 10:06]

I think it 's fine ...

I think it 's fine to scale up on development if you can equally scale up on promotion. But spending years working on a game, without having the same equivalent or probably more amount of funds it took to do that, for promotion is a huge risk.

Comment In: [Blog - 09/15/2016 - 10:26]

Good article. r n r ...

Good article. r n r nThe game industry has got itself into a bit of a bind. What we have now is a He who has more advertising money, wins situation. Completely devoid of the game itself. So I agree with your point that the price of the game is ...

Comment In: [News - 09/15/2016 - 04:25]

I think doubling down on ...

I think doubling down on the whole curation system might well be a way to go. That the ratings/reviews from players who are well known, trusted, high reputation etc etc have far more weight in the overall scores. So if you 're someone who has just played a few games, ...

Comment In: [News - 09/13/2016 - 02:57]

What 's important about this ...

What 's important about this is not how much PokemonGo made or didn 't make but how much revenue it 's taking away from the other top games in the charts. I suspect there are going to be lots of AR games appearing over the coming year.

Comment In: [News - 09/13/2016 - 05:38]

Preserving and archiving of the ...

Preserving and archiving of the early video game business is so important. We look back at the early days of cinema and only have glimpses of how those films were put together. However we still now have the chance to hold onto a lot of the past when it comes ...

Comment In: [Blog - 08/30/2016 - 11:50]

I have vague memories of ...

I have vague memories of a fighting game with massive buttons in the UK, probably was Street Fighter, but not sure if it was Sf1 or Sf2.