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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: [News - 10/02/2015 - 04:00]

It looks great : As ...

It looks great : As someone who was working on his own indie pixel art game earlier this year I can appreciate the amount of work that 's gone into this.

Comment In: [Blog - 09/25/2015 - 12:31]

It just shifts the noise ...

It just shifts the noise from the millions of eyeballs available to consumers to the dozen-or-so eyeballs of the curators. r n r nBut that 's still an improvement : , I think Greenlight works really well, and keeps a lot of the dross which ends up on the App ...

Comment In: [News - 09/22/2015 - 01:47]

I 'm afraid this is ...

I 'm afraid this is a reflection of the current state of the industry. r n r nFrom the trailer Spider: The Secret of Bryce Manor looks like a well crafted quality action/puzzle game, but without major help/promotion from the platform holders as a premium title it 's always going ...

Comment In: [Blog - 09/15/2015 - 02:41]

Congratulations on a great game ...

Congratulations on a great game and it 's deserved success. r n r nFew things I would say. First to echo what 's already been said. Most developers do the opposite of what you are planning, they release some games, slowly build up a reputation and once they have some ...

Comment In: [Blog - 09/15/2015 - 03:10]

Flash was dead as soon ...

Flash was dead as soon as it stopped being a good viable way to earn money from as a game developer self publishing . Mobile came along and everyone wanted mobile games, people stopped playing games on games portals, so traffic dropped, ad revenue dropped, sponsorship the lifeblood for many ...

Comment In: [Feature - 09/09/2009 - 04:35]

Best 2D console I ever ...

Best 2D console I ever used.