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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

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 - 07/02/2015 - 02:37]

I 've been saying ever ...

I 've been saying ever since I first saw the Wii U, that Nintendo should 've released an iPad type console that also plugs into your TV, I wonder if the NX turns out to be that type of device.

Comment In: [Blog - 06/19/2015 - 06:01]

I think going outside is ...

I think going outside is a big one, game development is so time consuming, that hours turn into days, turn into months, I try go for small runs when I can, I get a bit of exercise and see some of the area at the same time, but I think ...

Comment In: [Blog - 06/05/2015 - 01:14]

The PC audience appears to ...

The PC audience appears to be pretty sensitive to elements that they associate with a casual or mobile design space. r n r nThat 's exactly my point, so if your game actually is a mobile port it will be even harder to get it appreciated in the PC world.

Comment In: [Blog - 06/04/2015 - 04:56]

I think it 's definitely ...

I think it 's definitely going to have an impact on how games are designed on Steam, because even a great game might have a slow start, or have some kind of UI which perhaps takes a while to get used too, which will lead to players not persevering because ...

Comment In: [Blog - 06/04/2015 - 02:11]

Lots of good points. I ...

Lots of good points. I 've gone back and forward on this, but ultimately I think it 's probably a good thing for indie game developers, but not perhaps for the obvious reasons. r n r nThis refund policy allows for people to return a game for any reason. That ...

Comment In: [News - 06/02/2015 - 02:26]

I think that 's a ...

I think that 's a good point about incentivizing players to check out games sooner rather than later, but it might also mean a lot of those games will have to offer refunds. r n r nI can see why consumers will like this, if a game has bugs, or ...