Maxis
- Open roles
- 0
- Founded
- 1987
- Employees
- 501-1000
- Offices
- 4
About Maxis
Maxis is Electronic Arts’ internal game-development studio and label behind long-running simulation franchises including The Sims, SimCity, and Spore. Founded in California in 1987 by game designer Will Wright and investor Jeff Braun, the company emerged from Wright’s effort to publish SimCity—a city-building game whose open-ended design was initially rejected by major publishers. Its 1989 release helped establish systemic simulation and “god game” genres.
After an initial public offering in 1995, Maxis was acquired by Electronic Arts in July 1997. The studio subsequently developed The Sims, released in 2000, and expanded the series through successive generations, including The Sims 2, The Sims 3, and The Sims 4. Its catalogue also includes simulation titles such as SimEarth, SimAnt, SimFarm, SimCopter, and SimCity 2000.
Current focus
Operating within EA, Maxis develops and supports life-simulation, city-building, and systems-driven sandbox experiences. Its work spans the ongoing live service for The Sims 4, expansion and content-pack production, and future franchise projects including Project Rene.
The studio’s capabilities include:
- Life-simulation design, emergent gameplay, and systemic AI behaviours
- City-building, economic, and simulation systems
- User-generated content, customization tools, and modding integration
- Cross-platform engineering, proprietary tools, graphics programming, and simulation architecture
- Technical art, 3D character and environment work, rigging, animation, quality assurance, telemetry, and live operations
Maxis works across PC, console, and mobile platforms for a global consumer audience. Its current development model combines full-cycle AAA production with multi-year live-service support, allowing The Sims 4 to continue receiving new content while teams develop future experiences for the franchise.
The studio remains an active EA creative division, carrying forward a history of simulation design centered on player expression, customization, and open-ended systems.
More about Maxis
Leadership
Kate Gorman Revelli is Vice President and General Manager of The Sims Franchise and Maxis. She succeeded Catharina Lavers Mallet in the role in late 2023/2024.
A formative design history
Will Wright’s original SimCity concept grew from his experience creating maps for Raid on Bungeling Bay on the Commodore 64. The game’s lack of conventional win-and-loss conditions initially made it difficult to place with major publishers; seed funding from Jeff Braun enabled its eventual 1989 release.
Later, Wright’s “virtual dollhouse” concept for The Sims drew on Christopher Alexander’s architectural theory and his experience rebuilding his home after the 1991 Oakland firestorm.
Notable credits
25 creditsOffices
Current and former locations of Maxis
- EA Redwood Shores Headquarters, 209 Redwood Shores Pkwy, Redwood City, CA 94065, USARedwood City, California, United States
Redwood City office
HeadquartersGlobal studio headquarters and principal Maxis development facility.
- Kitchener, Ontario, Canada
Maxis Kitchener
EA Kitchener development office.
- EA Guildford, Onslow House, Onslow Street, Guildford, Surrey, GU1 4TN, United KingdomGuildford, England, United Kingdom
Maxis Europe
Opened 2021
Maxis Europe development division supporting The Sims 4 and new franchise content.
- EA Austin Campus, 7700 W Parmer Ln, Building A, Austin, TX 78729, USAAustin, Texas, United States
Maxis Texas
Opened 2019
Maxis Texas branch established in late 2019.
- Emeryville, California, United States
Maxis Emeryville
Former officeOpened 2004 · Closed 2015
Historical studio for Spore and SimCity (2013), operating from 2004 until its 2015 closure.
- Orinda, California, United States
Orinda office
Former officeOpened 1987
Original apartment and office location where Maxis was founded.
- Salt Lake City, Utah, United States
Maxis South
Former officeHistorical Maxis South studio.
- Walnut Creek, California, United States
Walnut Creek office
Former officeClosed 2004
Historical principal headquarters and development facility.
Open roles
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