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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

Can we ever know the future? probably not but here's my take on what might happen in the games industry in 2016.

Posted by Phil Maxey on Mon, 07 Dec 2015 09:59:00 EST in Business/Marketing, Indie
Game discovery is a problem. It’s at the heart of why the “Indiepocalypse” was a real event. Despite all the seemingly easy access to large numbers of players, the reality is that access is now more limited than it’s ever been for indie game developers.

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 - 04/29/2016 - 03:56]

In the current climate I ...

In the current climate I think they did well to last as long as they did. I doubt if this will be the last of the big game review websites that goes out of business this year.

Comment In: [News - 04/26/2016 - 06:05]

Great is very subjective. I ...

Great is very subjective. I think it 's easier to look at the volume of games that are released, and then look at the few that are successful, and see who 's making those few, are they indie devs or are they companies spending a lot on advertising the flipside ...

Comment In: [News - 04/21/2016 - 06:40]

This feels like the last ...

This feels like the last shouts of a past where products were actually sold for what they were worth, or at least based upon the time/energy spent on producing them. We don 't live in that world anymore, which is why psychological tricks, i.e. sales, 2 for 1 etc etc ...

Comment In: [Blog - 04/18/2016 - 11:38]

It 's incredibly difficult to ...

It 's incredibly difficult to succeed in mobile right now without a lot of money to spend on promotion. Even if you do have lots of money you are competing with people who have 10x your amount of money and are experts in F2P practices and strategies. But if you ...

Comment In: [News - 04/05/2016 - 10:41]

Something you are not taking ...

Something you are not taking into account is how people have changed. The person that sat down to see a b w film at the cinema and then was introduced to sound is not the same person who sits down on their sofa now to watch Netflix. If you put ...

Comment In: [News - 03/23/2016 - 05:01]

I 'm a bit late ...

I 'm a bit late to the party, but why not couple the price of the game to the amount of time the player has to play it before not being able to get a refund so games that are 40 players would get the full 2 hours to experience ...