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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 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 - 11/10/2015 - 02:42]

@Alan Barton Agree with most ...

@Alan Barton Agree with most of this. As an indie game dev you need to be competing not just with your game but also in a business and marketing sense, because most of the gate keepers have gone, there is no quality curation anymore apart from some via Greenlight , ...

Comment In: [Blog - 11/11/2015 - 01:46]

I 'm aware of it, ...

I 'm aware of it, but I like the API that comes with SpriteTile here 's a link to it 's functions. r n r n spritetile/SpriteTileReferenceGuide.pdf

Comment In: [News - 11/11/2015 - 12:33]

It still plays well although ...

It still plays well although if there really is no under barrel grenade launchers it was a mistake to take them out , but for the past few CODs you can 't help but have a feeling of been there before. They need to add more detail/depth to the options ...

Comment In: [Blog - 10/15/2015 - 02:11]

Great article. Very brave of ...

Great article. Very brave of you to write such a personal piece. Wish you all the best in your recovery.

Comment In: [News - 10/13/2015 - 06:20]

Unity, Unity, Unity. Apart from ...

Unity, Unity, Unity. Apart from the fact that I like developing with it, for me it 's the only option. For the first time I come up with an idea for a game, develop a working version and then think about what platform it might work best on. And there ...

Comment In: [News - 10/08/2015 - 03:24]

It will be interesting to ...

It will be interesting to see if there 's a good WebGL export option in place by time the Web Player option gets killed off, because if there 's not then that could be the end for web games presuming Flash also finally goes .