Working with his longtime friend David Wessman, Maxwell was responsible for designing the missions in the game, and the two also served as the lead testers.[6] Maxwell and Wessman attempted to make the missions progress differently based on what the player did. To this end, certain events were triggered specifically by players attacking certain targets. Some missions also featured multiple endings. For example, failing in the mission "Protect a Disabled X-wing" resulted in the arrival of the Imperial I-class Star DestroyerIntrepid to capture a T-65 X-wing starfighter, while winning saw the starfighter rescued by RebelCR90 corvettes. However, it was possible to do the mission in such a way that both would arrive simultaneously, resulting in a battle between the capital ships.[5]
David Maxwell and David Wessman
As an avid simulator pilot, Maxwell tended to make difficult missions and had to learn to make them more approachable for less experienced players—this led him to be concerned that the game would prove too easy. One of his favorite missions, "Guard Vital Supply Depot," saw the player using Maxwell's starfighter of choice, the A-wing interceptor, to defend a Rebel weapons cache from attack by the ImperialEF76 Nebulon-B escort frigateRetsub. When the mission proved too difficult, Maxwell implemented three versions of it, varying the difficulty by having the frigate start in different locations. The original version remained and, though many players considered it impossible, Maxwell maintained that drawing the frigate's fire to the player would allow the weapons cache to survive.[5]
After Holland formed Peregrine Software in 1994, Maxwell joined him there in working on the sequel to X-wing, Star Wars: TIE Fighter. On TIE Fighter, Maxwell once more worked on designing the missions—which he still found too easy[7]—with David Wessman, and also joined Wessman, Holland and Kilham in developing the overall story for the game.[8] He later contributed missions to the game's expansion packs, Defender of the Empire and Enemies of the Empire, the latter only included on the Collector's CD-ROM edition of the game.[2] Maxwell also worked with Wessman once more in submitting strategies and screenshots for the subsequent TIE Fighter: The Official Strategy Guide, which also featured the story of Maarek Stele by DeMaria.[7]
Following his work on TIE Fighter, Maxwell took some time off from the industry to become a full time single parent, before returning to education to refresh his skills. He studied digital, animation and authorization courses at the College of Marin in California and was asked to teach a class on game design.[1] Since 2006, Maxwell has worked as an Instructor in Game Design at the College of Marin and has also taught at Stanford University.[1] Maxwell also returned to the games industry, working as a designer for Stormfront Studios from 2007 to 2008,[2] and starting a new company, Level 13 Studio.[4]