developer

Maxis

マキシス

United States

About

Maxis Software Inc. was an American video game developer founded in 1987 by Will Wright and Jeff Braun. The company is best known for simulation games including SimCity (1989) and The Sims (2000), the latter becoming the best-selling PC game in history at the time of its release. Maxis was acquired by Electronic Arts in 1997 and operated as a subsidiary until the closure of its Emeryville studio in 2015.

History

Maxis did not begin as a company with a plan. It began with a game nobody wanted. In 1985, Will Wright — born January 20, 1960 in Atlanta, Georgia — was working on a city-building simulation for the Commodore 64. The game had no defined victory condition, no antagonist, no score. Players built a city and watched it grow or collapse under the weight of traffic, pollution, and economic pressure. Every publisher Wright approached rejected it. The consensus was straightforward: if you cannot win, it is not a game. Wright kept building it anyway.

In 1987, Wright attended what he later called "the world's most important pizza party," hosted by Chris Doner. At that party he met Jeff Braun, an investor who had been successfully publishing font packs for the Amiga personal computer and was looking to enter the game industry. Braun had a wireframe jet fighter simulation called SkyChase that he hoped to publish. When he saw SimCity, he told Wright that the two games would give them critical mass to start a new games publisher of their own. The company they founded was incorporated as Maxis Software Inc. in 1987, in Orinda, California. The name "Maxis" came from Braun's father, who required that it be five to seven letters, mean nothing, be easy to remember, and contain an X, Z, or Q.

SimCity was released on February 2, 1989, for the Macintosh, followed by Amiga and IBM PC versions later that year. It sold modestly at first — the game was too unusual to fit into existing retail categories — but word of mouth spread, and sales accumulated slowly. By 1990, SimCity had become profitable enough to sustain the company. The game won multiple awards, including Best Simulation at the Software Publishers Association's 1989 Excellence in Software Awards. More importantly, it demonstrated that a game without traditional win conditions could hold an audience. Wright's premise — that observation and experimentation could be as engaging as competition — had been proven in the market.

SimCity 2000, released in 1993, expanded the original formula with isometric graphics, underground infrastructure layers, and deeper simulation systems. The game was among the highest-selling titles of the 1990s, achieving global sales of 3.4 million units across all platforms by January 2002. In the United States alone, SimCity 2000 sold 1.4 million copies between 1993 and 1999, ranking as the ninth best-selling computer game of that period. In 1994, following the game's commercial success, Maxis moved its headquarters from Orinda to Walnut Creek, California. The company went public with an IPO in 1995, formalizing five years of steady growth into a legal structure built for expansion.

By 1997, however, Maxis had accumulated heavy losses from a series of secondary titles that failed to replicate SimCity's success. The company's financial position had weakened to the point that acquisition became necessary. On July 28, 1997, Electronic Arts completed a stock-swap acquisition of Maxis, valuing the company at $125 million. The deal made Jeff Braun the largest shareholder in EA at the time. Nearly half of the Maxis staff were laid off in the months following the acquisition, and Braun left the company, having received a sizeable payout. Will Wright remained. Compared to other studios EA had acquired during the same period — Origin Systems, Westwood Studios — the absorption of Maxis proceeded at a slower pace. Over 1998, EA allowed Wright to finish SimCity 3000 on his own timeline. Following that, Wright's efforts were redirected toward a project that had been quietly gestating inside Maxis for years: a game about people.

The Sims was released on February 4, 2000. The game was a domestic life simulator in which players controlled virtual people — "Sims" — managing their daily routines, social relationships, careers, and household economics. There was no campaign, no final boss, no ending. Players built houses, furnished rooms, directed conversations, and watched small domestic dramas unfold in real time. The game used dimetric projection and was set in a suburban area near SimCity. The Sims had faced internal skepticism at Maxis; no one shared Wright's conviction that a dollhouse simulator could sustain commercial interest. The game launched to widespread critical acclaim and became the best-selling PC game of 2000, 2001, 2002, and 2003. By March 22, 2002, The Sims had sold more than 6.3 million copies worldwide, surpassing Myst as the best-selling PC game in history. The game's success was so sustained that it was eventually dethroned only by its own sequel, The Sims 2, which became the best-selling PC game of 2004.

The years that followed saw Maxis continue to produce entries in both the SimCity and The Sims franchises, alongside experimental titles such as Spore (2008), an evolution simulator designed by Wright that allowed players to guide a species from single-celled organism to spacefaring civilization. In 2004, Maxis' longtime studios in Walnut Creek were closed, and staff were relocated to EA offices in Redwood Shores and Emeryville, California. The Emeryville studio became the principal Maxis location. In 2013, EA and Maxis released a reboot of SimCity with an always-online requirement. The launch was troubled: server issues rendered the game unplayable for weeks, and the always-online design drew sustained criticism. The failure was public, visible, and damaging.

On March 4, 2015, at the Game Developers Conference, EA announced the closure of the Maxis Emeryville studio. The studio had employed approximately one hundred people and had been the home of SimCity and The Sims development for over a decade. EA stated it would consolidate Maxis IP development to studios in Redwood Shores, Salt Lake City, Helsinki, and Melbourne. The Maxis brand continued to exist, but the studio that had carried the name since 1987 — the studio that had been founded to publish a game nobody wanted — was closed. What remained was smaller: a Redwood Shores team and a mobile developer in Helsinki, both operating under the Maxis name. The company that had once proven a game without a win condition could succeed had, in the end, been restructured into something that no longer resembled what it had been.

Timeline & Works

Corporate milestones and all 4 games in the museum this studio developed — in the order they happened.

  1. 1987

    Maxis founded in Orinda, California

    Will Wright and Jeff Braun incorporate Maxis Software Inc. in 1987 in Orinda, California. The name "Maxis" came from Braun's father, who required that it be five to seven letters, mean nothing, be easy to remember, and contain an X, Z, or Q.

    founding
  2. 1989 02

    SimCity released for Macintosh

    SimCity is released on February 2, 1989, for the Macintosh, followed by Amiga and IBM PC versions later that year. The game had no defined victory condition, no antagonist, and no score — a design that every publisher had rejected.

    product
  3. 1990
    SimEarth

    PC Engine / TurboGrafx-16

  4. 1993

    SimCity 2000 released

    SimCity 2000 is released in 1993, expanding the original formula with isometric graphics, underground infrastructure layers, and deeper simulation systems. The game eventually sells 3.4 million copies globally by 2002.

    product
  5. 1993
    SimCity 2000

    Super Famicom / SNES

  6. 1994

    Maxis moves to Walnut Creek

    Following SimCity 2000's commercial success, Maxis moves its headquarters from Orinda to Walnut Creek, California in 1994.

    corporate
  7. 1995

    Maxis goes public with IPO

    Maxis completes an initial public offering in 1995, formalizing five years of steady growth into a publicly traded company.

    corporate
  8. 1997 07

    Electronic Arts acquires Maxis

    On July 28, 1997, Electronic Arts completes a stock-swap acquisition of Maxis, valuing the company at $125 million. Nearly half of Maxis staff are laid off following the acquisition, and Jeff Braun leaves the company. Will Wright remains.

    corporate
  9. 2000 02

    The Sims released — becomes bestselling PC game

    The Sims is released on February 4, 2000. By March 22, 2002, it had sold more than 6.3 million copies worldwide, surpassing Myst as the best-selling PC game in history. The game was the best-selling PC game of 2000, 2001, 2002, and 2003.

    product
  10. 2000
    The Sims

    Nintendo GameCube

  11. 2004

    Walnut Creek studios closed; staff relocated

    Maxis' longtime studios in Walnut Creek are closed in 2004. Staff are relocated to EA offices in Redwood Shores and Emeryville, California. The Emeryville studio becomes the principal Maxis location.

    corporate
  12. 2004
    The Sims 2

    Game Boy Advance

  13. 2013

    SimCity reboot — troubled launch

    EA and Maxis release a reboot of SimCity in 2013 with an always-online requirement. Server issues render the game unplayable for weeks, and the always-online design draws sustained criticism. The failure is public and damaging.

    product
  14. 2015 03

    Maxis Emeryville studio closed

    On March 4, 2015, at the Game Developers Conference, EA announces the closure of the Maxis Emeryville studio. The studio had employed approximately one hundred people. EA states it will consolidate Maxis IP development to studios in Redwood Shores, Salt Lake City, Helsinki, and Melbourne.

    corporate

Connections

  • parent electronic-arts (1997–present)

    Electronic Arts acquired Maxis on July 28, 1997 in a stock-swap transaction valued at $125 million. Maxis operated as an EA subsidiary until the closure of its Emeryville studio in 2015.

Rooms their games live in

Sources

  1. Maxis — Wikipedia — accessed 2026-06-22
  2. Will Wright (game designer) — Wikipedia — accessed 2026-06-22
  3. SimCity (1989 video game) — Wikipedia — accessed 2026-06-22
  4. SimCity 2000 — Wikipedia — accessed 2026-06-22
  5. The Sims — Wikipedia — accessed 2026-06-22
  6. Jeff Braun | Maxis Wiki | Fandom — accessed 2026-06-22
  7. 1987: Maxis - Will Wright — accessed 2026-06-22
  8. Electronic Arts acquires Maxis - 1997-06-04 - Crunchbase — accessed 2026-06-22
  9. Why Electronic Arts decided to close its Maxis Emeryville studio - Yahoo Finance — accessed 2026-06-22
  10. EA closes SimCity and The Sims studio, Maxis Emeryville - Shacknews — accessed 2026-06-22