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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: [Blog - 02/25/2015 - 01:15]

There 's something about the ...

There 's something about the process of making games, the re-invention, the use of imagination to create a new experience that is timeless.

Comment In: [Blog - 02/26/2015 - 02:10]

Thanks : I 'm happy ...

Thanks : I 'm happy with the choices I 've made so far with my game project, not just because of the tools/platform but also because the kind of game I 'm making is more in keeping with what I want to be part of.

Comment In: [Blog - 02/20/2015 - 01:01]

I think sometimes it can ...

I think sometimes it can take so much work to get an idea to a playable state that the temptation is to want to launch as soon as possible after that especially if there 's financial pressures, which there always are but having the idea in a playable state is ...

Comment In: [Blog - 02/17/2015 - 06:52]

I wish you all the ...

I wish you all the best. One thing I would say is your website needs improving, for some reason when you navigate to a page the top menu disappears so you have to use browser back button or click on the logo to return to the menu, and I would ...

Comment In: [Blog - 02/19/2015 - 01:24]

A lot of what you ...

A lot of what you said personifies what the indie game scene is all about, and it 's great that you have had success for yourself by helping others. r n r nI 'm working on an PC game first time and I think improving the discovery process is key ...

Comment In: [Blog - 02/18/2015 - 01:18]

Lots of great points here, ...

Lots of great points here, especially the last one It 's just like showcasing games at shows/conventions . That 's exactly it, you want to get feedback, as much as possible and hopefully players will understand, back and enjoy the vision you put out there. If I ever were to ...