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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 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 - 08/26/2014 - 07:27]

Looks like it could be ...

Looks like it could be good, but I want it on the iPad.

Comment In: [Blog - 08/25/2014 - 05:09]

I 'll echo what was ...

I 'll echo what was said above, basically never base anything you do on a unique concept but do base it on being good , and even if it was a totally original idea which frankly don 't exist anymore if it was any good, 5 seconds after you released ...

Comment In: [Blog - 08/21/2014 - 10:26]

During the golden age of ...

During the golden age of platform games 90s you could always feel when a game felt right, there was no delay in an action and you felt like you had complete control over the character. I think that 's part of what made Sonic so great, there was an immediacy ...

Comment In: [Blog - 08/20/2014 - 02:48]

I really believe if indie ...

I really believe if indie developers helped each other out more it would make life a lot easier for a whole lot of people. This doesn 't necessarily mean working for no pay etc, but it can mean giving advice, and that advice can be really valuable for people who ...

Comment In: [News - 08/20/2014 - 12:52]

LOWER THE SUBSCRIPTION PRICE r ...

LOWER THE SUBSCRIPTION PRICE r n r njeeesh how many times does it have to be said. r n r n 150 pm for pro ios export is way too much for most indie devs. The other tool makers have shown the way, Unity needs to drop that price way ...

Comment In: [Blog - 08/12/2014 - 12:06]

Interesting article, something I don ...

Interesting article, something I don 't quite understand, and that 's how did you get any sales whatsoever : I don 't mean that from a quality of game point of view, the games look nice, I mean launching a paid action/arcade game in the iOS App store usually means ...