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===Career===
===Career===
[[File:Pocketwatch Games logo.png|thumb|right|upright 0.8|Logo for Pocketwatch Games, Schatz' independent video game studio]]
Schatz' introduction to the [[video game industry]] was in 1995 at [[Netplay]], an online gaming [[Web portal|portal]]. He then worked for [[Presto Studios]], where he helped develop the first commercially released game he had worked on, ''[[Star Trek: Hidden Evil]]''.<ref>{{cite web|url=https://www.gamasutra.com/view/feature/131809/postmortem_presto_studios_star_.php?page=4|title=Postmortem: Presto Studios' Star Trek: Hidden Evil|date=November 19, 1999|accessdate=January 25, 2018|website=[[Gamasutra]]|publisher=[[UBM TechWeb]]|first=Michael|last=Saladino|page=4|deadurl=no|archiveurl=https://web.archive.org/web/20160324155217/http://www.gamasutra.com/view/feature/131809/postmortem_presto_studios_star_.php?page=4|archivedate=March 24, 2016|df=}}</ref> He temporarily left Presto Studios to work for e-tractions, a marketing group,<ref>{{cite web|url=http://www.bfoot.com/about/|title=About - Bfoot Studios|accessdate=January 26, 2018|publisher=Bfoot Studios|deadurl=no|archivedate=January 26, 2018|archiveurl=https://web.archive.org/web/20180126015611/http://www.bfoot.com/about/}}</ref> only to later return to help with the [[AI]] on the [[Xbox Live]] version of ''[[Whacked!]]'' (2002).<ref name="igfarctic">{{cite web|url=https://www.gamasutra.com/view/news/102900/Road_To_The_IGF_Venture_Arctics_Andy_Schatz.php|title=Road To The IGF: Venture Arctic's Andy Schatz|first=Alistair|last=Wallis|date=December 4, 2006|website=[[Gamasutra]]|accessdate=January 23, 2018|publisher=[[UBM TechWeb]]|deadurl=no|archiveurl=https://web.archive.org/web/20140817055605/http://www.gamasutra.com/view/news/102900/Road_To_The_IGF_Venture_Arctics_Andy_Schatz.php|archivedate=August 17, 2014|df=}}</ref> After leaving Presto Studios, Schatz moved to [[Santa Cruz, California|Santa Cruz]] to work for TKO Software, and, in the early 2000s, helped develop ''[[Medal of Honor: Allied Assault#Medal of Honor: Allied Assault Breakthrough|Medal of Honor: Allied Assault Breakthrough]]'' (2003) and ''[[GoldenEye: Rogue Agent]]'' (2004), among others. During a time when the development team had nothing to work on, Schatz proposed a prototype of a game he had been working on which was described as being "a house-robbing game" in which players would build a home and defend it, then attempt to break into other players' homes.<ref name="polygonlongcon">{{cite web|date=April 18, 2013|url=https://www.polygon.com/features/2013/4/18/4235608/the-long-con-schatz-monaco|title=The Long Con: High in the Wild with Monaco|archive-date=January 23, 2018|access-date=January 22, 2018|archive-url=https://web.archive.org/web/20180123055616/https://www.polygon.com/features/2013/4/18/4235608/the-long-con-schatz-monaco|website=[[Polygon (website)|Polygon]]|publisher=[[Vox Media]]|dead-url=no|first=Sam|last=Machkovech|df=mdy-all}}</ref> He sent this prototype to [[Microsoft]] but it did not get very far. Before TKO shut down in 2005, Schatz had founded Pocketwatch Games, an independent [[video game development]] studio as a [[sole proprietorship]] (in December 2004).<ref name="polygonlongcon"/>
Schatz' introduction to the [[video game industry]] was in 1995 at [[Netplay]], an online gaming [[Web portal|portal]]. He then worked for [[Presto Studios]], where he helped develop the first commercially released game he had worked on, ''[[Star Trek: Hidden Evil]]''.<ref>{{cite web|url=https://www.gamasutra.com/view/feature/131809/postmortem_presto_studios_star_.php?page=4|title=Postmortem: Presto Studios' Star Trek: Hidden Evil|date=November 19, 1999|accessdate=January 25, 2018|website=[[Gamasutra]]|publisher=[[UBM TechWeb]]|first=Michael|last=Saladino|page=4|deadurl=no|archiveurl=https://web.archive.org/web/20160324155217/http://www.gamasutra.com/view/feature/131809/postmortem_presto_studios_star_.php?page=4|archivedate=March 24, 2016|df=}}</ref> He temporarily left Presto Studios to work for e-tractions, a marketing group,<ref>{{cite web|url=http://www.bfoot.com/about/|title=About - Bfoot Studios|accessdate=January 26, 2018|publisher=Bfoot Studios|deadurl=no|archivedate=January 26, 2018|archiveurl=https://web.archive.org/web/20180126015611/http://www.bfoot.com/about/}}</ref> only to later return to help with the [[AI]] on the [[Xbox Live]] version of ''[[Whacked!]]'' (2002).<ref name="igfarctic">{{cite web|url=https://www.gamasutra.com/view/news/102900/Road_To_The_IGF_Venture_Arctics_Andy_Schatz.php|title=Road To The IGF: Venture Arctic's Andy Schatz|first=Alistair|last=Wallis|date=December 4, 2006|website=[[Gamasutra]]|accessdate=January 23, 2018|publisher=[[UBM TechWeb]]|deadurl=no|archiveurl=https://web.archive.org/web/20140817055605/http://www.gamasutra.com/view/news/102900/Road_To_The_IGF_Venture_Arctics_Andy_Schatz.php|archivedate=August 17, 2014|df=}}</ref> After leaving Presto Studios, Schatz moved to [[Santa Cruz, California|Santa Cruz]] to work for TKO Software, and, in the early 2000s, helped develop ''[[Medal of Honor: Allied Assault#Medal of Honor: Allied Assault Breakthrough|Medal of Honor: Allied Assault Breakthrough]]'' (2003) and ''[[GoldenEye: Rogue Agent]]'' (2004), among others. During a time when the development team had nothing to work on, Schatz proposed a prototype of a game he had been working on which was described as being "a house-robbing game" in which players would build a home and defend it, then attempt to break into other players' homes.<ref name="polygonlongcon">{{cite web|date=April 18, 2013|url=https://www.polygon.com/features/2013/4/18/4235608/the-long-con-schatz-monaco|title=The Long Con: High in the Wild with Monaco|archive-date=January 23, 2018|access-date=January 22, 2018|archive-url=https://web.archive.org/web/20180123055616/https://www.polygon.com/features/2013/4/18/4235608/the-long-con-schatz-monaco|website=[[Polygon (website)|Polygon]]|publisher=[[Vox Media]]|dead-url=no|first=Sam|last=Machkovech|df=mdy-all}}</ref> He sent this prototype to [[Microsoft]] but it did not get very far. Before TKO shut down in 2005, Schatz had founded Pocketwatch Games, an independent [[video game development]] studio as a [[sole proprietorship]] (in December 2004).<ref name="polygonlongcon"/>
[[File:Pocketwatch Games logo.png|thumb|left|160px|Logo for Pocketwatch Games, Schatz' independent video game studio]]


The first game Schatz developed and released was ''Wildlife Tycoon: Venture Africa'' (2005), a tycoon game designed to appeal to the same audience as ''[[Zoo Tycoon (2001 video game)|Zoo Tycoon]]'' (2001). Set in the African wilderness, the game focused on balancing the [[ecosystem]], species relationships and weather cycles, among other themes. It was successful, becoming an [[Independent Games Festival]] (IGF) finalist, and helped Schatz' secure the budget for the sequel: ''Venture Arctic'' (2007). ''Venture Arctic'' had the same premise as ''Venture Africa'', and while some critics praised it, including winning Gametunnel{{'}}s [[simulation game]] of the year in 2007,<ref name="unknown"/><ref>{{cite web|url=https://www.wired.com/2008/07/can-a-video-gam/|title=Review: Venture Arctic - Can a Video Game Be Green?|date=July 28, 2009|accessdate=January 24, 2018|archivedate=January 24, 2018|deadurl=no|first=Brad|last=Moon|publisher=[[Condé Nast]]|archiveurl=https://web.archive.org/web/20180124100207/https://www.wired.com/2008/07/can-a-video-gam/|website=[[Wired (website)|Wired]]|df=}}</ref> it had complications that players did not enjoy, and as a result, was comparatively a commercial failure.<ref name="polygonlongcon"/> Following this, Schatz was hired by [[Jim Safka]], co-founder of [[Match.com]], to develop a [[flash game]] for Green.com. This contract slowly waned, and Schatz began to work on ''Venture Dinosauria''.<ref name="unknown">{{cite web|url=https://www.rockpapershotgun.com/2009/01/08/unknown-pleasures-2009-venture-dinosauria/|title=Unknown Pleasures 2009: Venture Dinosauria|first=Kieron|last=Gillen|date=January 8, 2009|accessdate=January 23, 2018|website=[[Rock, Paper, Shotgun]]|deadurl=no|archiveurl=https://web.archive.org/web/20160503103119/https://www.rockpapershotgun.com/2009/01/08/unknown-pleasures-2009-venture-dinosauria/|archivedate=May 3, 2016|df=}}</ref> ''Venture Dinosauria'' was cancelled before it's 2009 release date,<ref name="unknown"/> and, looking back, Schatz said he had failed to find "a way to make it both fun and open-ended, but also a small, self-contained experience at the same time".<ref name="monacojourney"/> Throughout this time, Schatz was interested in expanding Pocketwatch Games from being a studio to a business and applied for enrollment in various business schools. He was never accepted, something he now considers to be "the biggest blessing of [his] entire career".<ref name="vb1">{{cite web|url=https://venturebeat.com/2017/10/30/pocketwatch-games-from-business-school-reject-to-indie-game-veteran/|title=Pocketwatch Games: From business school reject to indie game veteran|work=[[VentureBeat]]|publisher=|accessdate=January 23, 2018|deadurl=no|archiveurl=https://web.archive.org/web/20171030183323/https://venturebeat.com/2017/10/30/pocketwatch-games-from-business-school-reject-to-indie-game-veteran/|archivedate=October 30, 2017|df=}}</ref>
The first game Schatz developed and released was ''Wildlife Tycoon: Venture Africa'' (2005), a tycoon game designed to appeal to the same audience as ''[[Zoo Tycoon (2001 video game)|Zoo Tycoon]]'' (2001). Set in the African wilderness, the game focused on balancing the [[ecosystem]], species relationships and weather cycles, among other themes. It was successful, becoming an [[Independent Games Festival]] (IGF) finalist, and helped Schatz' secure the budget for the sequel: ''Venture Arctic'' (2007). ''Venture Arctic'' had the same premise as ''Venture Africa'', and while some critics praised it, including winning Gametunnel{{'}}s [[simulation game]] of the year in 2007,<ref name="unknown"/><ref>{{cite web|url=https://www.wired.com/2008/07/can-a-video-gam/|title=Review: Venture Arctic - Can a Video Game Be Green?|date=July 28, 2009|accessdate=January 24, 2018|archivedate=January 24, 2018|deadurl=no|first=Brad|last=Moon|publisher=[[Condé Nast]]|archiveurl=https://web.archive.org/web/20180124100207/https://www.wired.com/2008/07/can-a-video-gam/|website=[[Wired (website)|Wired]]|df=}}</ref> it had complications that players did not enjoy, and as a result, was comparatively a commercial failure.<ref name="polygonlongcon"/> Following this, Schatz was hired by [[Jim Safka]], co-founder of [[Match.com]], to develop a [[flash game]] for Green.com. This contract slowly waned, and Schatz began to work on ''Venture Dinosauria''.<ref name="unknown">{{cite web|url=https://www.rockpapershotgun.com/2009/01/08/unknown-pleasures-2009-venture-dinosauria/|title=Unknown Pleasures 2009: Venture Dinosauria|first=Kieron|last=Gillen|date=January 8, 2009|accessdate=January 23, 2018|website=[[Rock, Paper, Shotgun]]|deadurl=no|archiveurl=https://web.archive.org/web/20160503103119/https://www.rockpapershotgun.com/2009/01/08/unknown-pleasures-2009-venture-dinosauria/|archivedate=May 3, 2016|df=}}</ref> ''Venture Dinosauria'' was cancelled before it's 2009 release date,<ref name="unknown"/> and, looking back, Schatz said he had failed to find "a way to make it both fun and open-ended, but also a small, self-contained experience at the same time".<ref name="monacojourney"/> Throughout this time, Schatz was interested in expanding Pocketwatch Games from being a studio to a business and applied for enrollment in various business schools. He was never accepted, something he now considers to be "the biggest blessing of [his] entire career".<ref name="vb1">{{cite web|url=https://venturebeat.com/2017/10/30/pocketwatch-games-from-business-school-reject-to-indie-game-veteran/|title=Pocketwatch Games: From business school reject to indie game veteran|work=[[VentureBeat]]|publisher=|accessdate=January 23, 2018|deadurl=no|archiveurl=https://web.archive.org/web/20171030183323/https://venturebeat.com/2017/10/30/pocketwatch-games-from-business-school-reject-to-indie-game-veteran/|archivedate=October 30, 2017|df=}}</ref>

{{multiple image
[[File:Monaco What's Yours Is Mine - Screenshot 5 (Hacking the Embassy).png|thumb|alt = Screenshot of Monaco: What's Yours Is Mine| Screenshot of ''Monaco: What's Yours Is Mine'']]
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| image1 = Monaco What's Yours Is Mine - Screenshot 5 (Hacking the Embassy).png
| alt1 = Screenshot of Monaco: What's Yours Is Mine
| caption1 = Screenshot of ''Monaco: What's Yours Is Mine''
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| image2 = Tooth and Tail - Desert screenshot.png
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[[File:Hugs from two previous Seamus McNally winners (4452870168).jpg|thumb|left|Andy Schatz and previous [[Seumas McNally Grand Prize]] winners [[Petri Purho]] and Erik Svedang pictured after Schatz' award in 2010]]
[[File:Hugs from two previous Seamus McNally winners (4452870168).jpg|thumb|left|Andy Schatz and previous [[Seumas McNally Grand Prize]] winners [[Petri Purho]] and Erik Svedang pictured after Schatz' award in 2010]]

In 2009, Schatz, feeling despondent after the previous failure, began learning [[Microsoft XNA|XNA]] to enable him develop games for both PC and [[Xbox 360]].<ref name="polygonlongcon"/> After being rejected from business school, he began to disregard the idea and focused on making "whatever game you're passionate about in the moment". In 2009, he was low on cash and gave himself a final chance before getting "a corporate job",<ref name="polygonlongcon"/> starting to code a game with inspiration from ''[[Hitman (video game)|Hitman]]'' and other games,<ref name="arsprince">{{cite web|url=https://arstechnica.com/gaming/2012/12/the-prince-of-monaco-andy-schatz-talks-up-his-indie-heist-simulator/|website=[[Ars Technica]]|accessdate=January 25, 2018|first=Lee|last=Hutchinson|publisher=[[Condé Nast]]|title=The Prince of Monaco: Andy Schatz talks up his indie "heist simulator"|date=December 13, 2012|deadurl=no|archiveurl=https://web.archive.org/web/20161009192922/http://arstechnica.com/gaming/2012/12/the-prince-of-monaco-andy-schatz-talks-up-his-indie-heist-simulator/|archivedate=October 9, 2016|df=}}</ref> while resembling ''[[Pac-Man]]'' without the ghosts. This was the foundation for ''[[Monaco: What's Yours Is Mine]]'' (2013) and within a week, Schatz had added enemies, ambience, and abilities. Shortly thereafter, he began to look over design documents he made years prior. After fifteen weeks of development, he had a prototype that won two IGF 2010 awards: the [[Seumas McNally Grand Prize]] and the Excellence in Design award. Still unfinished, these awards allowed Schatz to continue to work on what ''[[Polygon (website)|Polygon]]'' described as "a magnificent return to the four-player couch madness of '90s console games".<ref name="polygonlongcon"/> Schatz originally planned to release the game on the [[Xbox Live Indie Games]] (XBLIG) marketplace, but, having received these awards, changed his mind, describing XBLIG as being "a roll of the dice".<ref name="polygonlongcon"/>
In 2009, Schatz, feeling despondent after the previous failure, began learning [[Microsoft XNA|XNA]] to enable him develop games for both PC and [[Xbox 360]].<ref name="polygonlongcon"/> After being rejected from business school, he began to disregard the idea and focused on making "whatever game you're passionate about in the moment". In 2009, he was low on cash and gave himself a final chance before getting "a corporate job",<ref name="polygonlongcon"/> starting to code a game with inspiration from ''[[Hitman (video game)|Hitman]]'' and other games,<ref name="arsprince">{{cite web|url=https://arstechnica.com/gaming/2012/12/the-prince-of-monaco-andy-schatz-talks-up-his-indie-heist-simulator/|website=[[Ars Technica]]|accessdate=January 25, 2018|first=Lee|last=Hutchinson|publisher=[[Condé Nast]]|title=The Prince of Monaco: Andy Schatz talks up his indie "heist simulator"|date=December 13, 2012|deadurl=no|archiveurl=https://web.archive.org/web/20161009192922/http://arstechnica.com/gaming/2012/12/the-prince-of-monaco-andy-schatz-talks-up-his-indie-heist-simulator/|archivedate=October 9, 2016|df=}}</ref> while resembling ''[[Pac-Man]]'' without the ghosts. This was the foundation for ''[[Monaco: What's Yours Is Mine]]'' (2013) and within a week, Schatz had added enemies, ambience, and abilities. Shortly thereafter, he began to look over design documents he made years prior. After fifteen weeks of development, he had a prototype that won two IGF 2010 awards: the [[Seumas McNally Grand Prize]] and the Excellence in Design award. Still unfinished, these awards allowed Schatz to continue to work on what ''[[Polygon (website)|Polygon]]'' described as "a magnificent return to the four-player couch madness of '90s console games".<ref name="polygonlongcon"/> Schatz originally planned to release the game on the [[Xbox Live Indie Games]] (XBLIG) marketplace, but, having received these awards, changed his mind, describing XBLIG as being "a roll of the dice".<ref name="polygonlongcon"/>


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Schatz met composer [[Austin Wintory]] during the development of ''Monaco''. Initially, the former was using licensed music with an "[[old time]]y, [[silent era]] piano style", but Schatz contacted Wintory and proposed the idea of replacing some of the licensed music with original music. They began to discuss it in more depth as Schatz knew of Wintory's work on ''[[Flow (video game)|Flow]]'' and ''[[Journey (2012 video game)|Journey]]''. Wintory eventually pursuaded Schatz into creating a whole soundtrack. Wintory noted in an interview with ''[[IndieGames.com]]'' that Schatz was the one who created the premises for each part of ''Monaco''{{'}}s soundtrack. Schatz would present Wintory with an idea and he would compose for it; Wintory recalls thinking that "when else am I ever going to be asked to write anything remotely like this".<ref name="soundtrackinterview"/> This process was unlike the one he had while working with [[Thatgamecompany]], where he would make a suggestion and it would be discussed formally.<ref name="soundtrackinterview"/>
Schatz met composer [[Austin Wintory]] during the development of ''Monaco''. Initially, the former was using licensed music with an "[[old time]]y, [[silent era]] piano style", but Schatz contacted Wintory and proposed the idea of replacing some of the licensed music with original music. They began to discuss it in more depth as Schatz knew of Wintory's work on ''[[Flow (video game)|Flow]]'' and ''[[Journey (2012 video game)|Journey]]''. Wintory eventually pursuaded Schatz into creating a whole soundtrack. Wintory noted in an interview with ''[[IndieGames.com]]'' that Schatz was the one who created the premises for each part of ''Monaco''{{'}}s soundtrack. Schatz would present Wintory with an idea and he would compose for it; Wintory recalls thinking that "when else am I ever going to be asked to write anything remotely like this".<ref name="soundtrackinterview"/> This process was unlike the one he had while working with [[Thatgamecompany]], where he would make a suggestion and it would be discussed formally.<ref name="soundtrackinterview"/>


[[File:Tooth and Tail - Desert screenshot.png|thumb|alt = Screenshot of Tooth and Tail|Screenshot of ''Tooth and Tail'']]
Having released the final content pack for ''Monaco'',<ref>{{cite web|url=https://www.destructoid.com/pocketwatch-wraps-up-monaco-with-one-final-chapter-272976.phtml|title=Pocketwatch wraps up Monaco with one final chapter|date=April 7, 2014|website=Destructoid|first=Jordan|last=Devore|accessdate=February 7, 2018|archivedate=January 15, 2018|deadurl=no|archiveurl=https://web.archive.org/web/20180115112503/https://www.destructoid.com/pocketwatch-wraps-up-monaco-with-one-final-chapter-272976.phtml}}</ref> development for ''[[Tooth and Tail]]'' (2017) began in March 2014. The premise was loosely based on a design Schatz and college roommate Tom Wexler had made, called DinoDrop.<ref name="dinodrop">{{cite web|url=https://www.gamasutra.com/blogs/AndySchatz/20090218/83312/Autonomous_AI_and_the_First_Dinosauria.php|archivedate=January 25, 2018|title=Autonomous AI and the First Dinosauria|first=Andy|last=Schatz|date=February 18, 2009|accessdate=January 25, 2018|deadurl=no|website=[[Gamasutra]]|publisher=[[UBM TechWeb]]|archiveurl=https://web.archive.org/web/20180125062754/https://www.gamasutra.com/blogs/AndySchatz/20090218/83312/Autonomous_AI_and_the_First_Dinosauria.php|df=mdy-all}}</ref> The game was originally codenamed ''Armada'' and was initially designed to be [[gamepad]] friendly as Schatz believed there had been no "good" [[real-time strategy|RTS]] games that utilized them.<ref name="pcgamercontroller">{{cite web|url=http://www.pcgamer.com/monaco-creators-announce-armada-a-controller-friendly-rts/|title=Monaco creators announce [ARMADA], a controller friendly RTS|first=Phil|last=Savage|date=March 13, 2014|accessdate=January 23, 2018|archivedate=January 5, 2018|deadurl=no|archiveurl=https://archive.is/5gkvl|website=[[PC Gamer]]|publisher=[[Future plc]]}}</ref> During the development, Schatz noted he wanted to act in a similar fashion as with ''Monaco'', taking the control system and "constraining [it] in order to make the actual, physical interaction easy to pick up without limiting the complexity of the game itself".<ref name="engadgettnt">{{cite web|url=https://www.engadget.com/2014/03/20/the-early-early-concept-of-monaco-devs-rtsmoba-in-valhalla/|title=The early (early) concept of Monaco dev's RTSMOBA in Valhalla|first=Jessica|last=Conditt|date=March 20, 2014|accessdate=February 7, 2018|archivedate=January 5, 2018|website=[[Engadget]]|publisher=[[AOL]]|deadurl=no|archiveurl=https://web.archive.org/web/20180105180439/https://www.engadget.com/2014/03/20/the-early-early-concept-of-monaco-devs-rtsmoba-in-valhalla/|df=mdy-all}}</ref> At the [[Game Developers Conference]], Schatz asked several people for their opinions and received positive feedback.<ref name="engadgettnt"/> Nothing was definite at this point in time, including the title and theme.<ref name="engadget2">{{cite web|url=https://www.engadget.com/2014/03/20/the-early-early-concept-of-monaco-devs-rtsmoba-in-valhalla/|title=The early (early) concept of Monaco dev's RTSMOBA in Valhalla|first=Jessica|last=Conditt|date=March 20, 2014|accessdate=February 7, 2018|archivedate=January 5, 2018|website=[[Engadget]]|publisher=[[AOL]]|deadurl=no|archiveurl=https://web.archive.org/web/20180105180439/https://www.engadget.com/2014/03/20/the-early-early-concept-of-monaco-devs-rtsmoba-in-valhalla/|df=mdy-all}}</ref>
Having released the final content pack for ''Monaco'',<ref>{{cite web|url=https://www.destructoid.com/pocketwatch-wraps-up-monaco-with-one-final-chapter-272976.phtml|title=Pocketwatch wraps up Monaco with one final chapter|date=April 7, 2014|website=Destructoid|first=Jordan|last=Devore|accessdate=February 7, 2018|archivedate=January 15, 2018|deadurl=no|archiveurl=https://web.archive.org/web/20180115112503/https://www.destructoid.com/pocketwatch-wraps-up-monaco-with-one-final-chapter-272976.phtml}}</ref> development for ''[[Tooth and Tail]]'' (2017) began in March 2014. The premise was loosely based on a design Schatz and college roommate Tom Wexler had made, called DinoDrop.<ref name="dinodrop">{{cite web|url=https://www.gamasutra.com/blogs/AndySchatz/20090218/83312/Autonomous_AI_and_the_First_Dinosauria.php|archivedate=January 25, 2018|title=Autonomous AI and the First Dinosauria|first=Andy|last=Schatz|date=February 18, 2009|accessdate=January 25, 2018|deadurl=no|website=[[Gamasutra]]|publisher=[[UBM TechWeb]]|archiveurl=https://web.archive.org/web/20180125062754/https://www.gamasutra.com/blogs/AndySchatz/20090218/83312/Autonomous_AI_and_the_First_Dinosauria.php|df=mdy-all}}</ref> The game was originally codenamed ''Armada'' and was initially designed to be [[gamepad]] friendly as Schatz believed there had been no "good" [[real-time strategy|RTS]] games that utilized them.<ref name="pcgamercontroller">{{cite web|url=http://www.pcgamer.com/monaco-creators-announce-armada-a-controller-friendly-rts/|title=Monaco creators announce [ARMADA], a controller friendly RTS|first=Phil|last=Savage|date=March 13, 2014|accessdate=January 23, 2018|archivedate=January 5, 2018|deadurl=no|archiveurl=https://archive.is/5gkvl|website=[[PC Gamer]]|publisher=[[Future plc]]}}</ref> During the development, Schatz noted he wanted to act in a similar fashion as with ''Monaco'', taking the control system and "constraining [it] in order to make the actual, physical interaction easy to pick up without limiting the complexity of the game itself".<ref name="engadgettnt">{{cite web|url=https://www.engadget.com/2014/03/20/the-early-early-concept-of-monaco-devs-rtsmoba-in-valhalla/|title=The early (early) concept of Monaco dev's RTSMOBA in Valhalla|first=Jessica|last=Conditt|date=March 20, 2014|accessdate=February 7, 2018|archivedate=January 5, 2018|website=[[Engadget]]|publisher=[[AOL]]|deadurl=no|archiveurl=https://web.archive.org/web/20180105180439/https://www.engadget.com/2014/03/20/the-early-early-concept-of-monaco-devs-rtsmoba-in-valhalla/|df=mdy-all}}</ref> At the [[Game Developers Conference]], Schatz asked several people for their opinions and received positive feedback.<ref name="engadgettnt"/> Nothing was definite at this point in time, including the title and theme.<ref name="engadget2">{{cite web|url=https://www.engadget.com/2014/03/20/the-early-early-concept-of-monaco-devs-rtsmoba-in-valhalla/|title=The early (early) concept of Monaco dev's RTSMOBA in Valhalla|first=Jessica|last=Conditt|date=March 20, 2014|accessdate=February 7, 2018|archivedate=January 5, 2018|website=[[Engadget]]|publisher=[[AOL]]|deadurl=no|archiveurl=https://web.archive.org/web/20180105180439/https://www.engadget.com/2014/03/20/the-early-early-concept-of-monaco-devs-rtsmoba-in-valhalla/|df=mdy-all}}</ref>



Revision as of 10:33, 8 February 2018

Andy Schatz
Andy Schatz at the Independent Games Festival in 2010
BornMarch 9, 1978
Occupation(s)Video game designer
CEO of Pocketwatch Games
Known forPocketwatch Games
Notable workMonaco: What's Yours Is Mine, Tooth and Tail
SpouseTierney Schatz

Andy Schatz (/sjhɒts/;[1] born March 9, 1978) is a video game designer based in San Diego. He began developing video games at a young age and contributed to the California State Science Fair in 1995. He graduated from Amherst College. After graduating, he worked for various video game development companies, including TKO Software, before founding his own independent video game development studio, Pocketwatch Games, in 2004. With Pocketwatch Games, Schatz has released four video games: Wildlife Tycoon: Venture Africa, Venture Arctic, Monaco: What's Yours is Mine, and Tooth and Tail.

Life

Early years

Andy Schatz was born in San Diego to a geophysicist father and a philosophy professor mother. At the age of four, Schatz received a Commodore 64, which sparked his desire to create video games. By the age of seven, Schatz had designed maze games and applied BASIC scripts to make them work. When he was in seventh grade, he had coded a game he called Servants of Darkness, a "Warlords-esque game" for the Commodore 64.[2] Through his game development, he was invited to the California State Science Fair in 1995. He later enrolled at Amherst College,[2] from where he graduated with a degree in Computer Science and Fine Arts.[3] His first job out of college was at viral marketing firm e-tractions, where he helped create a virtual Christmas snowglobe.[4]

Career

Logo for Pocketwatch Games, Schatz' independent video game studio

Schatz' introduction to the video game industry was in 1995 at Netplay, an online gaming portal. He then worked for Presto Studios, where he helped develop the first commercially released game he had worked on, Star Trek: Hidden Evil.[5] He temporarily left Presto Studios to work for e-tractions, a marketing group,[6] only to later return to help with the AI on the Xbox Live version of Whacked! (2002).[7] After leaving Presto Studios, Schatz moved to Santa Cruz to work for TKO Software, and, in the early 2000s, helped develop Medal of Honor: Allied Assault Breakthrough (2003) and GoldenEye: Rogue Agent (2004), among others. During a time when the development team had nothing to work on, Schatz proposed a prototype of a game he had been working on which was described as being "a house-robbing game" in which players would build a home and defend it, then attempt to break into other players' homes.[2] He sent this prototype to Microsoft but it did not get very far. Before TKO shut down in 2005, Schatz had founded Pocketwatch Games, an independent video game development studio as a sole proprietorship (in December 2004).[2]

The first game Schatz developed and released was Wildlife Tycoon: Venture Africa (2005), a tycoon game designed to appeal to the same audience as Zoo Tycoon (2001). Set in the African wilderness, the game focused on balancing the ecosystem, species relationships and weather cycles, among other themes. It was successful, becoming an Independent Games Festival (IGF) finalist, and helped Schatz' secure the budget for the sequel: Venture Arctic (2007). Venture Arctic had the same premise as Venture Africa, and while some critics praised it, including winning Gametunnel's simulation game of the year in 2007,[8][9] it had complications that players did not enjoy, and as a result, was comparatively a commercial failure.[2] Following this, Schatz was hired by Jim Safka, co-founder of Match.com, to develop a flash game for Green.com. This contract slowly waned, and Schatz began to work on Venture Dinosauria.[8] Venture Dinosauria was cancelled before it's 2009 release date,[8] and, looking back, Schatz said he had failed to find "a way to make it both fun and open-ended, but also a small, self-contained experience at the same time".[10] Throughout this time, Schatz was interested in expanding Pocketwatch Games from being a studio to a business and applied for enrollment in various business schools. He was never accepted, something he now considers to be "the biggest blessing of [his] entire career".[11]

Screenshot of Monaco: What's Yours Is Mine
Andy Schatz and previous Seumas McNally Grand Prize winners Petri Purho and Erik Svedang pictured after Schatz' award in 2010

In 2009, Schatz, feeling despondent after the previous failure, began learning XNA to enable him develop games for both PC and Xbox 360.[2] After being rejected from business school, he began to disregard the idea and focused on making "whatever game you're passionate about in the moment". In 2009, he was low on cash and gave himself a final chance before getting "a corporate job",[2] starting to code a game with inspiration from Hitman and other games,[12] while resembling Pac-Man without the ghosts. This was the foundation for Monaco: What's Yours Is Mine (2013) and within a week, Schatz had added enemies, ambience, and abilities. Shortly thereafter, he began to look over design documents he made years prior. After fifteen weeks of development, he had a prototype that won two IGF 2010 awards: the Seumas McNally Grand Prize and the Excellence in Design award. Still unfinished, these awards allowed Schatz to continue to work on what Polygon described as "a magnificent return to the four-player couch madness of '90s console games".[2] Schatz originally planned to release the game on the Xbox Live Indie Games (XBLIG) marketplace, but, having received these awards, changed his mind, describing XBLIG as being "a roll of the dice".[2]

Soon after, Valve Corporation (the company behind Steam) and Schatz began discussing the idea of selling the game on Steam. Prior to this, he had planned to contact Microsoft to discuss selling the game on the Xbox Live Arcade (XBLA). Schatz's idea was rejected by Microsoft on the account of marketability. Microsoft gave him another chance, and with a "no-risk loan" of $100,000 from the Indie Fund, he continued to work on the game.[2] In 2011, Microsoft rejected the game again. Around the same time, hackers had compromised the PlayStation Network databases, putting paid to Schatz' plans to port it to PlayStation 3. Despite these issues, he persisted with the idea to get the game on consoles. It was around this time that Schatz met San Diego-born Andy Nguyen. Nguyen took interest in Monaco due to its accolades and sent Schatz a cold call e-mail asking if he needed "a beta tester within walking distance".[2] Because Schatz was becoming increasingly desperate for additional feedback, he hired Nguyen, whose input reaffirmed Schatz' desire to work on Monaco, and later partnered with Majesco Entertainment to get the game released on XBLA.[2]

Schatz met composer Austin Wintory during the development of Monaco. Initially, the former was using licensed music with an "old timey, silent era piano style", but Schatz contacted Wintory and proposed the idea of replacing some of the licensed music with original music. They began to discuss it in more depth as Schatz knew of Wintory's work on Flow and Journey. Wintory eventually pursuaded Schatz into creating a whole soundtrack. Wintory noted in an interview with IndieGames.com that Schatz was the one who created the premises for each part of Monaco's soundtrack. Schatz would present Wintory with an idea and he would compose for it; Wintory recalls thinking that "when else am I ever going to be asked to write anything remotely like this".[13] This process was unlike the one he had while working with Thatgamecompany, where he would make a suggestion and it would be discussed formally.[13]

Screenshot of Tooth and Tail

Having released the final content pack for Monaco,[14] development for Tooth and Tail (2017) began in March 2014. The premise was loosely based on a design Schatz and college roommate Tom Wexler had made, called DinoDrop.[4] The game was originally codenamed Armada and was initially designed to be gamepad friendly as Schatz believed there had been no "good" RTS games that utilized them.[15] During the development, Schatz noted he wanted to act in a similar fashion as with Monaco, taking the control system and "constraining [it] in order to make the actual, physical interaction easy to pick up without limiting the complexity of the game itself".[16] At the Game Developers Conference, Schatz asked several people for their opinions and received positive feedback.[16] Nothing was definite at this point in time, including the title and theme.[17]

The title was subsequently changed to Lead to Fire.[18][19] During this stage of development, the game took inspiration from Hearthstone, an online collectible card game. Around the same time, the development for the game began being broadcast through Twitch.tv; Schatz called it a "miniature PAX"; a way to discuss the development with the fans.[20] The title "Lead to Fire" lasted for around a year before being changed to Tooth and Tail.[21] The change was attributed to the developers being discontent with the former title.[21] The official title is a reference to the tooth-to-tail ratio. The finalised art style was also announced around the same time, with some comparing it to a modernized version of 1990's pixel art. Schatz wrote that similar to the development of the art for SpyParty; "the game should look utterly shitty until it’s absolutely amazing."[21] Wintory also composed the soundtrack for Tooth and Tail.[22]

Personal life

Schatz lives with his wife, Tierney Schatz, in San Diego.[2]

Design philosophy

Tooth and Tail's controls, an example of how Schatz' desire to make games with semi-simplistic controls

When designing video games, Schatz prefers to take influence from non-game concepts, such as films and real-life events. From this point, he uses gaming themes to translate it into a playable video game. This trope was used heavily during Monaco's development[23] as it was substantially influenced by 1960 heist film Ocean's 11.[24] This was also seen in the plot of Tooth and Tail, given it is set during the Russian Revolution.[25] Schatz also tries to make the controls of each video game intuitive to allow the player to become more immersed in the gameplay. He mentioned Geometry Wars as being one of the games that inspired this design philosophy, saying he has "never played a game with better controls," with both "Monaco and Tooth and Tail's controls [being] directly inspired by the simplicty".[26] In addition to their simplicity, Schatz designs games that look "simple on their face but are driven by complex machinery".[27]

Games developed

Game Release date Platform Refs
Wildlife Tycoon: Venture Africa October 2005 Microsoft Windows, macOS [10]
Venture Arctic 2007 Microsoft Windows, macOS [2]
Venture Dinosauria
Cancelled
[10]
Monaco: What's Yours is Mine 2013 Microsoft Windows, macOS, Linux, Xbox 360
Tooth and Tail September 12, 2017 Microsoft Windows, macOS, Linux, PlayStation 4 [28]

References

  1. ^ Carey, Sean (October 8, 2010). "An extended interview with Monaco's Andy Schatz". Destructoid. Archived from the original on January 23, 2018. Retrieved January 23, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  2. ^ a b c d e f g h i j k l m n Machkovech, Sam (April 18, 2013). "The Long Con: High in the Wild with Monaco". Polygon. Vox Media. Archived from the original on January 23, 2018. Retrieved January 22, 2018. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  3. ^ "Author Biography: Andy Schatz". Gamasutra. UBM TechWeb. Archived from the original on June 30, 2017. Retrieved January 23, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  4. ^ a b Schatz, Andy (February 18, 2009). "Autonomous AI and the First Dinosauria". Gamasutra. UBM TechWeb. Archived from the original on January 25, 2018. Retrieved January 25, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  5. ^ Saladino, Michael (November 19, 1999). "Postmortem: Presto Studios' Star Trek: Hidden Evil". Gamasutra. UBM TechWeb. p. 4. Archived from the original on March 24, 2016. Retrieved January 25, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  6. ^ "About - Bfoot Studios". Bfoot Studios. Archived from the original on January 26, 2018. Retrieved January 26, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  7. ^ Wallis, Alistair (December 4, 2006). "Road To The IGF: Venture Arctic's Andy Schatz". Gamasutra. UBM TechWeb. Archived from the original on August 17, 2014. Retrieved January 23, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  8. ^ a b c Gillen, Kieron (January 8, 2009). "Unknown Pleasures 2009: Venture Dinosauria". Rock, Paper, Shotgun. Archived from the original on May 3, 2016. Retrieved January 23, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  9. ^ Moon, Brad (July 28, 2009). "Review: Venture Arctic - Can a Video Game Be Green?". Wired. Condé Nast. Archived from the original on January 24, 2018. Retrieved January 24, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  10. ^ a b c Rose, Mike (April 18, 2013). "A Journey to Monaco: Andy Schatz Looks Back". Gamasutra. UBM TechWeb. pp. 1–3. Archived from the original on March 4, 2017. Retrieved January 23, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  11. ^ "Pocketwatch Games: From business school reject to indie game veteran". VentureBeat. Archived from the original on October 30, 2017. Retrieved January 23, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  12. ^ Hutchinson, Lee (December 13, 2012). "The Prince of Monaco: Andy Schatz talks up his indie "heist simulator"". Ars Technica. Condé Nast. Archived from the original on October 9, 2016. Retrieved January 25, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  13. ^ a b "Austin Wintory - IndieGames Podcast (12/23/11)". Vimeo. IndieGames. December 22, 2011. Archived from the original on January 25, 2018. Retrieved July 24, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
    Timestamps:
    • Andy Schatz originally wanting to use licensed music: 0:50.
    • Quote of "when else am I ever going to be asked to write anything remotely like this?": 2:56.
  14. ^ Devore, Jordan (April 7, 2014). "Pocketwatch wraps up Monaco with one final chapter". Destructoid. Archived from the original on January 15, 2018. Retrieved February 7, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  15. ^ Savage, Phil (March 13, 2014). "Monaco creators announce [ARMADA], a controller friendly RTS". PC Gamer. Future plc. Archived from the original on January 5, 2018. Retrieved January 23, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  16. ^ a b Conditt, Jessica (March 20, 2014). "The early (early) concept of Monaco dev's RTSMOBA in Valhalla". Engadget. AOL. Archived from the original on January 5, 2018. Retrieved February 7, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  17. ^ Conditt, Jessica (March 20, 2014). "The early (early) concept of Monaco dev's RTSMOBA in Valhalla". Engadget. AOL. Archived from the original on January 5, 2018. Retrieved February 7, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  18. ^ Gera, Emily (August 17, 2015). "Monaco Devs Reveal Arcade RTS Tooth And Tail". Rock, Paper, Shotgun. Archived from the original on January 1, 2018. Retrieved January 23, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  19. ^ "LEADtoFIRE is Pocketwatch's next game, previously called [ARMADA]". Pocketwatch Games. August 8, 2014. Archived from the original on August 10, 2014. Retrieved January 23, 2017. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  20. ^ Hall, Charlie (November 6, 2014). "Real time strategy with a single button? Lead to Fire could show us how". Polygon. Vox Media. Archived from the original on January 5, 2018. Retrieved February 7, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  21. ^ a b c Chalk, Andy (August 13, 2015). "Armada becomes Tooth and Tail, first "real" screen released". PC Gamer. Future plc. Archived from the original on January 5, 2018. Retrieved February 7, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  22. ^ Hancock, Patrick (September 12, 2017). "Review: Tooth and Tail". Destructoid. Archived from the original on January 5, 2018. Retrieved February 7, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  23. ^ "Trade Secrets: Andy Schatz". Sneaky Bastards. March 26, 2012. Archived from the original on August 25, 2017. Retrieved January 25, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  24. ^ Holmes, Jonathan (March 27, 2013). "GDC, Monaco, Oceans 11, and porn games with Andy Schatz". Destructoid. Archived from the original on April 2, 2016. Retrieved January 25, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  25. ^ Hall, Charlie (November 6, 2014). "Real time strategy with a single button? Lead to Fire could show us how". Polygon. Vox Media. Archived from the original on January 5, 2018. Retrieved January 25, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  26. ^ Schatz, Andy (September 14, 2017). "Which games should all well-rounded game developers be familiar with?". Quora. Quora Inc. Retrieved January 25, 2018.
  27. ^ "Andy Schatz on Tooth and Tail". Gamereactor. Gamez Publishing A/S. December 22, 2015. Archived from the original on January 1, 2018. Retrieved January 25, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  28. ^ Matulef, Jeffrey (July 17, 2017). "Monaco dev's minimalist RTS Tooth and Tail sets September release date". Eurogamer. Gamer Network. Archived from the original on January 5, 2018. Retrieved January 23, 2018. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)