{{short description|American video game developer (born 1978)}} {{good article}} {{Use mdy dates|date=August 2020}} {{Infobox person | name = Andy Schatz | image = Andy Schatz Two Awards Independent Games Festival 2010.jpg | caption = Andy Schatz at the [[Independent Games Festival]] in 2010 | birth_date = {{Birth date and age|1978|3|9}} | birth_place = [[San Diego]], [[California]], U.S. | occupation = [[Video game designer]]<br /> CEO of Pocketwatch Games | spouse = Tierney Schatz | known_for = Pocketwatch Games |notable_works= ''[[Monaco: What's Yours Is Mine]]'', ''[[Tooth and Tail]]'' }}

'''Andy Schatz''' ({{IPAc-en|ʃ|ɑː|t|s}};<ref name="destructoidinterview">{{cite web|quote=Everyone pronounces it wrong. I don’t mind, but, it’s pronounced “shots”.|url=https://www.destructoid.com/an-extended-interview-with-monaco-s-andy-schatz-185295.phtml|title=An extended interview with Monaco's Andy Schatz|website=[[Destructoid]]|first=Sean|last=Carey|date=October 8, 2010|access-date=January 23, 2018|archive-date=January 23, 2018|url-status = live|archive-url=https://web.archive.org/web/20180123122444/https://www.destructoid.com/an-extended-interview-with-monaco-s-andy-schatz-185295.phtml}}</ref> born March 9, 1978) is a [[game designer|video game designer]] based in [[San Diego]]. He began developing video games at a young age and graduated from [[Amherst College]]. After graduation, he worked for various video game development companies, including [[TKO Software]], before founding his own [[independent video game]] development studio Pocketwatch Games in 2004. Attempting to expand his company, Schatz tried enrolling into business school; all applications were rejected. As a result, he began working on games he was passionate about. Schatz has released five video games under Pocketwatch Games: ''[[Wildlife Tycoon: Venture Africa]]'', ''[[Venture Arctic]]'', ''[[Monaco: What's Yours Is Mine]]'', ''[[Tooth and Tail]]'', and ''[[Monaco 2]]''. His design philosophy revolves around taking inspiration from already existing media, such as [[film]]s, and transforming it into a video game.

==Early life== Andy Schatz was born in San Diego. His father was a [[geophysicist]], his mother a [[philosophy]] professor. At the age of four, Schatz received a [[Commodore 64]], which sparked his desire to [[Video game development|create video games]]. By the age of seven, he had designed maze games and applied [[BASIC]] scripts to make them work. When he was in seventh grade, he developed code for a game he called ''Servants of Darkness'', a "[[Warlords (game series)|''Warlords'']]-esque game" for the Commodore 64.<ref name="polygonlongcon"/> His work on game development led to an invitation to the 1995 [[California State Science Fair]].<ref name="polygonlongcon"/> In the same year, Schatz began working on [[Netplay]], an online gaming [[Web portal|portal]], which acted as his introduction to the [[video game industry]].<ref name="igfarctic"/> He later enrolled at [[Amherst College]],<ref name="polygonlongcon"/> where he graduated with a degree in Computer Science and Fine Arts.<ref name="Gamasutra Biography">{{Cite web|url=https://www.gamasutra.com/view/authors/861173/Andy_Schatz.php|title=Author Biography: Andy Schatz|website=[[Gamasutra]]|access-date=January 23, 2018|publisher=[[UBM TechWeb]]|url-status = dead|archive-url=https://web.archive.org/web/20170630165520/http://www.gamasutra.com/view/authors/861173/Andy_Schatz.php|archive-date=June 30, 2017}}</ref>

==Career== ===Early career and TKO Software=== Schatz' first job after college was at the [[viral marketing]] firm e-tractions, where he helped create a virtual Christmas [[snowglobe]].<ref name="dinodrop"/> After his work at Netplay, he worked on his first commercial release at [[Presto Studios]], where he helped develop ''[[Star Trek: Hidden Evil]]'' (1999) as a level builder.<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|access-date=January 25, 2018|website=[[Gamasutra]]|publisher=[[UBM TechWeb]]|first=Michael|last=Saladino|page=4|url-status = dead|archive-url=https://web.archive.org/web/20160324155217/http://www.gamasutra.com/view/feature/131809/postmortem_presto_studios_star_.php?page=4|archive-date=March 24, 2016}}</ref> He left Presto Studios temporarily to work for e-tractions again,<ref>{{cite web|url=http://www.bfoot.com/about/|title=About - Bfoot Studios|access-date=January 26, 2018|publisher=Bfoot Studios|url-status = live|archive-date=January 26, 2018|archive-url=https://web.archive.org/web/20180126015611/http://www.bfoot.com/about/}}</ref> only to return later 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]]|access-date=January 23, 2018|publisher=[[UBM TechWeb]]|url-status = dead|archive-url=https://web.archive.org/web/20140817055605/http://www.gamasutra.com/view/news/102900/Road_To_The_IGF_Venture_Arctics_Andy_Schatz.php|archive-date=August 17, 2014}}</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 other games. During a time when the development team had nothing to work on, Schatz proposed a prototype of a game he had been working on described as "a house-robbing game" where players would build a home and defend it, then attempt to break into other players' homes. He sent this prototype to [[Microsoft]], but it did not interest them.<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]]|url-status = live|first=Sam|last=Machkovech}}</ref>

===2004-2014: Pocketwatch Games' inception and ''Monaco''=== [[File:Pocketwatch Games logo.png|thumb|left|upright 0.8|Logo for Pocketwatch Games, Schatz' independent video game studio]] Schatz founded Pocketwatch Games, an independent video game development studio as a [[sole proprietorship]] in December 2004, before TKO shut down in 2005.<ref name="polygonlongcon"/> 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 a number of themes including balancing the [[ecosystem]], species' relationships and weather cycles. It was a success and became an [[Independent Games Festival]] (IGF) finalist helping Schatz' secure the budget for the sequel: ''Venture Arctic'' (2007). ''Venture Arctic'' had the same premise as ''Venture Africa''. While some critics praised it, and it won 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|access-date=January 24, 2018|archive-date=January 24, 2018|url-status = live|first=Brad|last=Moon|publisher=[[Condé Nast]]|archive-url=https://web.archive.org/web/20180124100207/https://www.wired.com/2008/07/can-a-video-gam/|website=[[Wired (website)|Wired]]}}</ref> it had complications that players did not enjoy. As a result, it was a commercial failure compared to ''Venture Africa''.<ref name="polygonlongcon"/> Schatz was then 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|access-date=January 23, 2018|website=[[Rock, Paper, Shotgun]]|url-status = live|archive-url=https://web.archive.org/web/20160503103119/https://www.rockpapershotgun.com/2009/01/08/unknown-pleasures-2009-venture-dinosauria/|archive-date=May 3, 2016}}</ref> It was cancelled before its 2009 release date.<ref name="unknown"/> 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 period Schatz wanted to expand Pocketwatch Games from a studio to a business and applied for enrollment in various business schools. He was never accepted, something he now considers "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]]|date=October 30, 2017 |publisher=|access-date=January 23, 2018|url-status = live|archive-url=https://web.archive.org/web/20171030183323/https://venturebeat.com/2017/10/30/pocketwatch-games-from-business-school-reject-to-indie-game-veteran/|archive-date=October 30, 2017}}</ref>

[[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 failure of ''Venture Dinosauria'', began learning [[Microsoft XNA]] to enable him to develop games for both PC and [[Xbox 360]].<ref name="polygonlongcon"/> Having been rejected by business schools, he slowly discarded that idea and focused on making "whatever game [I'm] passionate about in the moment". In 2009, he was low on cash and gave himself one last chance before getting "a corporate job".<ref name="polygonlongcon"/> He began to code a game inspired by ''[[Hitman: Codename 47|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]]|access-date=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|url-status = live|archive-url=https://web.archive.org/web/20161009192922/http://arstechnica.com/gaming/2012/12/the-prince-of-monaco-andy-schatz-talks-up-his-indie-heist-simulator/|archive-date=October 9, 2016}}</ref> that resembled ''[[Pac-Man]]'' without the ghosts. This was the foundation of ''[[Monaco: What's Yours Is Mine]]'' (2013) and within a week Schatz had added enemies, ambience, and abilities. Shortly after, he began to look over design documents he made years earlier. 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. With the game still unfinished, these awards allowed Schatz to continue to work on what became, as ''[[Polygon (website)|Polygon]]'' described, "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. Having received these awards, however, he changed his mind, describing XBLIG as being "a roll of the dice".<ref name="polygonlongcon"/>

[[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'']] Soon after, [[Valve Corporation|Valve]] (the company behind [[Steam (service)|Steam]]) and Schatz began discussing the idea of selling the game on Steam. Before this he had contacted Microsoft to discuss selling the game on the [[Xbox Live Arcade]] (XBLA). Schatz's idea was rejected by Microsoft for its lack 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.<ref name="polygonlongcon"/> In 2011, Microsoft rejected the game again. Around the same time, hackers had compromised the [[PlayStation Network]] databases ending Schatz' plans to port it to [[PlayStation 3]]. Despite these issues, he persisted with the idea of getting the game on [[video game console|consoles]]. It was around this time he met San Diego-born Andy Nguyen. Nguyen took an interest in ''Monaco: What's Yours Is Mine'' thanks to the accolades it had received and sent Schatz a [[cold call]] e-mail asking if he needed "a beta tester within walking distance".<ref name="polygonlongcon"/> Because Schatz was becoming increasingly desperate for more feedback, he hired Nguyen, whose input reaffirmed his desire to work on ''Monaco''. He later partnered with [[Majesco Entertainment]] to get the game released on XBLA.<ref name="polygonlongcon"/>

Schatz met composer [[Austin Wintory]] during ''Monaco''{{'}}s development. Initially, Schatz was using licensed music with an "old timey, [[silent era]] piano style". He contacted Wintory and proposed 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 [[Thatgamecompany]]'s ''[[Flow (video game)|Flow]]'' and ''[[Journey (2012 video game)|Journey]]''. Wintory eventually persuaded Schatz to use a soundtrack throughout the game. Wintory explained in an interview with ''[[IndieGames.com]]'' that Schatz was the one who created the premise for each part of ''Monaco''{{'}}s soundtrack. Schatz would present Wintory with an idea and then he would compose something. He recalled thinking: "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; there he would make a suggestion and it would be discussed bureaucratically.<ref name="soundtrackinterview"/>

===2014-present: ''Tooth and Tail'' and ''Monaco 2''=== [[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|access-date=February 7, 2018|archive-date=January 15, 2018|url-status = live|archive-url=https://web.archive.org/web/20180115112503/https://www.destructoid.com/pocketwatch-wraps-up-monaco-with-one-final-chapter-272976.phtml}}</ref> development of ''[[Tooth and Tail]]'' (2017) began in March 2014. The premise was loosely based on a design Schatz, and college roommate Tom Wexler, had developed called ''Dino Drop''.<ref name="dinodrop">{{cite web|url=https://www.gamedeveloper.com/design/autonomous-ai-and-the-first-dinosauria|archive-date=January 25, 2018|title=Autonomous AI and the First Dinosauria|first=Andy|last=Schatz|date=February 18, 2009|access-date=January 25, 2018|url-status = live|website=[[Gamasutra]]|publisher=[[UBM TechWeb]]|archive-url=https://web.archive.org/web/20180125062754/https://www.gamasutra.com/blogs/AndySchatz/20090218/83312/Autonomous_AI_and_the_First_Dinosauria.php}}</ref><ref name="rpsarmada1">{{cite web|url=https://www.rockpapershotgun.com/2014/03/12/armada-announced-monaco-dev/|title=Monaco Developer Announces "First Great Gamepad RTS"|website=[[Rock, Paper, Shotgun]]|first=Jim|last=Rossignol|date=March 12, 2014|url-status = live|archive-url=https://web.archive.org/web/20180101112716/https://www.rockpapershotgun.com/2014/03/12/armada-announced-monaco-dev/|archive-date=January 1, 2018|access-date=February 15, 2018}}</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|access-date=January 23, 2018|archive-date=January 5, 2018|url-status = live|archive-url=https://archive.today/20180105083732/http://www.pcgamer.com/monaco-creators-announce-armada-a-controller-friendly-rts/|website=[[PC Gamer]]|publisher=[[Future plc]]}}</ref> During development Schatz noted he wanted ''Armada'' to act in a similar fashion as ''Monaco''. He did this by 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|access-date=February 7, 2018|archive-date=January 5, 2018|website=[[Engadget]]|publisher=[[AOL]]|url-status = live|archive-url=https://web.archive.org/web/20180105180439/https://www.engadget.com/2014/03/20/the-early-early-concept-of-monaco-devs-rtsmoba-in-valhalla/}}</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 including the title and theme.<ref name="engadgettnt"/>

The title was later changed to ''Lead to Fire''.<ref name="iterationsrps">{{cite web|url=https://www.rockpapershotgun.com/2015/08/17/tooth-and-tail/|title=Monaco Devs Reveal Arcade RTS Tooth And Tail|first=Emily|last=Gera|date=August 17, 2015|website=[[Rock, Paper, Shotgun]]|url-status = live|archive-url=https://web.archive.org/web/20180101112722/https://www.rockpapershotgun.com/2015/08/17/tooth-and-tail/|archive-date=January 1, 2018|access-date=January 23, 2018}}</ref><ref>{{cite web|url=http://blog.pocketwatchgames.com/post/94067705381/leadtofire-is-pocketwatchs-next-game-previously|title=LEADtoFIRE is Pocketwatch's next game, previously called [ARMADA]|publisher=[[Pocketwatch Games]]|archive-url=https://web.archive.org/web/20140810040616/http://blog.pocketwatchgames.com/post/94067705381/leadtofire-is-pocketwatchs-next-game-previously|date=August 8, 2014|archive-date=August 10, 2014|url-status = live|access-date=January 23, 2017}}</ref> During this stage of its development, the team took inspiration from [[Blizzard Entertainment]]{{'}}s design strategy in their ability to simplify complex mechanics. Around the same time, the game's development began being broadcast on [[Twitch (service)|Twitch]]. Schatz called it a "miniature [[PAX (event)|PAX (gaming festival)]]", a way to discuss the development with fans.<ref name="polytnt1">{{cite web|url=https://www.polygon.com/2014/11/6/7168867/lead-to-fire-arcade-rts-monaco-pocketwatch|title=Real time strategy with a single button? Lead to Fire could show us how|first=Charlie|last=Hall|date=November 6, 2014|access-date=February 7, 2018|url-status = live|archive-date=January 5, 2018|website=[[Polygon (website)|Polygon]]|publisher=[[Vox Media]]|archive-url=https://web.archive.org/web/20180105084835/https://www.polygon.com/2014/11/6/7168867/lead-to-fire-arcade-rts-monaco-pocketwatch}}</ref> The developers were unhappy with the title ''Lead to Fire'' and changed it to ''Tooth and Tail'' about a year later.<ref name="pcgamerchange">{{cite web|url=http://www.pcgamer.com/armada-becomes-tooth-and-tail-first-real-screen-released/|title=Armada becomes Tooth and Tail, first "real" screen released|first=Andy|last=Chalk|date=August 13, 2015|access-date=February 7, 2018|archive-date=January 5, 2018|url-status = live|archive-url=https://web.archive.org/web/20180105091940/http://www.pcgamer.com/armada-becomes-tooth-and-tail-first-real-screen-released/|website=[[PC Gamer]]|publisher=[[Future plc]]}}</ref> The official title is a reference to the [[tooth-to-tail ratio]].{{#tag:ref|The tooth-to-tail ratio refers to the number of military support personnel ("tail") required to support one combat soldier ("tooth").|group="note"}} The finalized 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 like the development of the art for ''[[SpyParty]]'', "the game should look utterly shitty until it's absolutely amazing".<ref name="pcgamerchange"/> Wintory also composed the soundtrack for ''Tooth and Tail''.<ref name="destructoidreview">{{cite web|url=https://www.destructoid.com/review-tooth-and-tail-460294.phtml|title=Review: Tooth and Tail|date=September 12, 2017|website=[[Destructoid]]|first=Patrick|last=Hancock|url-status = live|archive-date=January 5, 2018|access-date=February 7, 2018|archive-url=https://web.archive.org/web/20180105122136/https://www.destructoid.com/review-tooth-and-tail-460294.phtml}}</ref>

In March 2022, ''Monaco 2'' was announced. Schatz noted that the game features [[3D graphics]] as opposed to ''Monaco''{{'s}} 2D top-down view, as well as incorporating [[Procedural generation|procedural level generation]]. ''Monaco 2'' retains the stealth and heist genres, though there is new characters introduced for players to select when playing through the game.

==Personal life== Schatz lives with his wife, Tierney Schatz, in San Diego.<ref name="polygonlongcon"/>

==Design philosophy== [[File:Tooth and Tail controls.png|thumb|right|320px|''Tooth and Tail''{{'}}s controls, an example of Schatz' desire to make games with semi-simplistic controls]] When designing video games, Schatz prefers to take inspiration from non-game concepts, such as [[film]]s. From this point, he uses gaming themes to translate it into a playable video game. This trope was used heavily during ''Monaco''{{'}}s development<ref name="sneaky">{{Cite web|url=http://sneakybastards.net/shadesofgrey/trade-secrets-monaco/|title=Trade Secrets: Andy Schatz|date=March 26, 2012|website=Sneaky Bastards|access-date=January 25, 2018|url-status = live|archive-url=https://web.archive.org/web/20170825012002/http://sneakybastards.net/shadesofgrey/trade-secrets-monaco/|archive-date=August 25, 2017}}</ref> as it was substantially influenced by the 1960 [[heist film]] ''[[Ocean's 11]]''.<ref name="destruct11">{{cite web|url=https://www.destructoid.com/gdc-monaco-oceans-11-and-porn-games-with-andy-schatz-249851.phtml|title=GDC, Monaco, Oceans 11, and porn games with Andy Schatz|access-date=January 25, 2018|first=Jonathan|last=Holmes|date=March 27, 2013|website=[[Destructoid]]|url-status = live|archive-url=https://web.archive.org/web/20160402135011/http://www.destructoid.com/gdc-monaco-oceans-11-and-porn-games-with-andy-schatz-249851.phtml|archive-date=April 2, 2016}}</ref> This is also seen in the plot of ''Tooth and Tail'', given it is set during the [[Russian Revolution]].<ref name="polyrussian">{{cite web|url=https://www.polygon.com/2014/11/6/7168867/lead-to-fire-arcade-rts-monaco-pocketwatch|title=Real time strategy with a single button? Lead to Fire could show us how|first=Charlie|last=Hall|date=November 6, 2014|access-date=January 25, 2018|website=[[Polygon (website)|Polygon]]|publisher=[[Vox Media]]|url-status = live|archive-url=https://web.archive.org/web/20180105084835/https://www.polygon.com/2014/11/6/7168867/lead-to-fire-arcade-rts-monaco-pocketwatch|archive-date=January 5, 2018}}</ref> 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". The controls of both ''Monaco'' and ''Tooth and Tail'' are "directly inspired by the simplicity" of those of ''Geometry Wars''.<ref name="quora">{{cite web|url=https://www.quora.com/Which-games-should-all-well-rounded-game-developers-be-familiar-with|title=Which games should all well-rounded game developers be familiar with?|first=Andy|last=Schatz|date=September 14, 2017|access-date=January 25, 2018|website=[[Quora]]|publisher=Quora Inc}}</ref> Schatz designs games that look "simple on their face but are driven by complex machinery".<ref>{{cite web|url=https://www.gamereactor.eu/articles/370813/Andy+Schatz+on+Tooth+and+Tail/|title=Andy Schatz on Tooth and Tail|date=December 22, 2015|website=[[Gamereactor]]|publisher=[[Gamez Publishing A/S]]|access-date=January 25, 2018|url-status = live|archive-url=https://web.archive.org/web/20180101194808/https://www.gamereactor.eu/articles/370813/Andy+Schatz+on+Tooth+and+Tail/|archive-date=January 1, 2018}}</ref>

==Games developed== {| {{Table|sort}} ! Game !! Release date !! Platform !! Refs |- | ''[[Wildlife Tycoon: Venture Africa]]'' | October 2005 |[[Microsoft Windows]], [[macOS]] ||<ref name="monacojourney"/> |- | ''[[Venture Arctic]]'' | May 2007 |Microsoft Windows, macOS |<ref name="polygonlongcon"/> |- | ''Venture Dinosauria'' |colspan="2"| <div align="center">Cancelled</div> |<ref name="monacojourney">{{cite web|url=https://www.gamasutra.com/view/feature/190721/a_journey_to_monaco_andy_schatz_.php|title=A Journey to Monaco: Andy Schatz Looks Back|first=Mike|last=Rose|date=April 18, 2013|pages=1–3|access-date=January 23, 2018|website=[[Gamasutra]]|publisher=[[UBM TechWeb]]|url-status = dead|archive-url=https://web.archive.org/web/20170304053018/http://www.gamasutra.com/view/feature/190721/a_journey_to_monaco_andy_schatz_.php|archive-date=March 4, 2017}}</ref> |- | ''[[Monaco: What's Yours Is Mine]]'' | April 24, 2013 |Microsoft Windows, macOS, [[Linux]], [[Xbox 360]] |— |- | ''[[Tooth and Tail]]'' | September 12, 2017 |Microsoft Windows, macOS, Linux, [[PlayStation 4]] |<ref>{{cite web|url=http://www.eurogamer.net/articles/2017-07-17-monaco-devs-minimalist-rts-tooth-and-tail-sets-september-release-date|title=Monaco dev's minimalist RTS Tooth and Tail sets September release date|first=Jeffrey|last=Matulef|date=July 17, 2017|access-date=January 23, 2018|archive-date=January 5, 2018|url-status = live|archive-url=https://web.archive.org/web/20180105122649/http://www.eurogamer.net/articles/2017-07-17-monaco-devs-minimalist-rts-tooth-and-tail-sets-september-release-date|website=[[Eurogamer]]|publisher=Gamer Network}}</ref> |- | ''[[Monaco 2]]'' | April 10, 2025 | Microsoft Windows, [[PlayStation 5]], [[Xbox Series X/S]] |<ref name="monaco2announcement">{{cite web|url=https://www.polygon.com/22982994/monaco-2-release-date-pocketwatch-games-humble|title=Stealth indie hit Monaco: What's Yours is Mine is getting a 3D sequel|first=Michael|last=McWhertor|work=[[Polygon (website)|Polygon]]|date=March 17, 2022|accessdate=July 13, 2022|publisher=[[Vox Media]]|archivedate=July 8, 2022|url-status=live|archiveurl=https://web.archive.org/web/20220708065623/https://www.polygon.com/22982994/monaco-2-release-date-pocketwatch-games-humble}}</ref> |}

==Notes== {{Reflist|group="note"}}

==References== <references>

<ref name="soundtrackinterview">{{cite web|url=https://vimeo.com/album/1785511/video/34101276|title=Austin Wintory - IndieGames Podcast (12/23/11)|website=[[Vimeo]]|publisher=[[IndieGames.com|IndieGames]]|access-date=July 24, 2016|date=December 22, 2011|url-status = live|archive-url=https://web.archive.org/web/20180125112042/https://vimeo.com/album/1785511/video/34101276|archive-date=January 25, 2018}}<br />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.</ref>

</references>

==External links== {{Commons category|Andy Schatz}} *{{Official website|http://www.pocketwatchgames.com/}} for Pocketwatch Games

{{Pocketwatch Games}} {{portal bar|Biography|Video games}}

{{Authority control}}

{{DEFAULTSORT:Schatz, Andy}} [[Category:American video game designers]] [[Category:Living people]] [[Category:American video game developers]] [[Category:1978 births]] [[Category:People from San Diego]] [[Category:Pocketwatch Games]]