# Andy Schatz

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American video game developer (born 1978)

Andy Schatz Andy Schatz at the Independent Games Festival in 2010 Born (1978-03-09) March 9, 1978 (age 48) San Diego, California, U.S. Occupations Video game designer CEO of Pocketwatch Games Known for Pocketwatch Games Notable work Monaco: What's Yours Is Mine, Tooth and Tail Spouse Tierney Schatz

**Andy Schatz** ([/ʃɑːts/](https://en.wikipedia.org/wiki/Help:IPA/English);[1] born March 9, 1978) is a [video game designer](/source/Game_designer) based in [San Diego](/source/San_Diego). He began developing video games at a young age and graduated from [Amherst College](/source/Amherst_College). After graduation, he worked for various video game development companies, including [TKO Software](/source/TKO_Software), before founding his own [independent video game](/source/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](/source/Wildlife_Tycoon%3A_Venture_Africa)*, *[Venture Arctic](/source/Venture_Arctic)*, *[Monaco: What's Yours Is Mine](/source/Monaco%3A_What's_Yours_Is_Mine)*, *[Tooth and Tail](/source/Tooth_and_Tail)*, and *[Monaco 2](/source/Monaco_2)*. His design philosophy revolves around taking inspiration from already existing media, such as [films](/source/Film), and transforming it into a video game.

## Early life

Andy Schatz was born in San Diego. His father was a [geophysicist](/source/Geophysicist), his mother a [philosophy](/source/Philosophy) professor. At the age of four, Schatz received a [Commodore 64](/source/Commodore_64), which sparked his desire to [create video games](/source/Video_game_development). By the age of seven, he had designed maze games and applied [BASIC](/source/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*](/source/Warlords_(game_series))-esque game" for the Commodore 64.[2] His work on game development led to an invitation to the 1995 [California State Science Fair](/source/California_State_Science_Fair).[2] In the same year, Schatz began working on [Netplay](/source/Netplay), an online gaming [portal](/source/Web_portal), which acted as his introduction to the [video game industry](/source/Video_game_industry).[3] He later enrolled at [Amherst College](/source/Amherst_College),[2] where he graduated with a degree in Computer Science and Fine Arts.[4]

## Career

### Early career and TKO Software

Schatz' first job after college was at the [viral marketing](/source/Viral_marketing) firm e-tractions, where he helped create a virtual Christmas [snowglobe](/source/Snowglobe).[5] After his work at Netplay, he worked on his first commercial release at [Presto Studios](/source/Presto_Studios), where he helped develop *[Star Trek: Hidden Evil](/source/Star_Trek%3A_Hidden_Evil)* (1999) as a level builder.[6] He left Presto Studios temporarily to work for e-tractions again,[7] only to return later to help with the [AI](/source/AI) on the [Xbox Live](/source/Xbox_Live) version of *[Whacked!](/source/Whacked!)* (2002).[3] After leaving Presto Studios, Schatz moved to [Santa Cruz](/source/Santa_Cruz%2C_California) to work for TKO Software, and in the early 2000s helped develop *[Medal of Honor: Allied Assault Breakthrough](/source/Medal_of_Honor%3A_Allied_Assault#Medal_of_Honor:_Allied_Assault_Breakthrough)* (2003) and *[GoldenEye: Rogue Agent](/source/GoldenEye%3A_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](/source/Microsoft), but it did not interest them.[2]

### 2004-2014: Pocketwatch Games' inception and *Monaco*

Logo for Pocketwatch Games, Schatz' independent video game studio

Schatz founded Pocketwatch Games, an independent video game development studio as a [sole proprietorship](/source/Sole_proprietorship) in December 2004, before TKO shut down in 2005.[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](/source/Zoo_Tycoon_(2001_video_game))* (2001). Set in the African wilderness, the game focused on a number of themes including balancing the [ecosystem](/source/Ecosystem), species' relationships and weather cycles. It was a success and became an [Independent Games Festival](/source/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](/source/Simulation_game) of the year in 2007,[8][9] it had complications that players did not enjoy. As a result, it was a commercial failure compared to *Venture Africa*.[2] Schatz was then hired by [Jim Safka](/source/Jim_Safka), co-founder of [Match.com](/source/Match.com), to develop a [flash game](/source/Flash_game) for Green.com. This contract slowly waned, and Schatz began to work on *Venture Dinosauria*.[8] It was cancelled before its 2009 release date.[8] 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 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".[11]

Andy Schatz and previous [Seumas McNally Grand Prize](/source/Seumas_McNally_Grand_Prize) winners [Petri Purho](/source/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](/source/Microsoft_XNA) to enable him to develop games for both PC and [Xbox 360](/source/Xbox_360).[2] 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".[2] He began to code a game inspired by *[Hitman](/source/Hitman%3A_Codename_47)* and other games[12] that resembled *[Pac-Man](/source/Pac-Man)* without the ghosts. This was the foundation of *[Monaco: What's Yours Is Mine](/source/Monaco%3A_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](/source/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](/source/Polygon_(website))* described, "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](/source/Xbox_Live_Indie_Games) (XBLIG) marketplace. Having received these awards, however, he changed his mind, describing XBLIG as being "a roll of the dice".[2]

 Screenshot of *Monaco: What's Yours Is Mine*

Soon after, [Valve](/source/Valve_Corporation) (the company behind [Steam](/source/Steam_(service))) 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](/source/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](/source/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](/source/PlayStation_Network) databases ending Schatz' plans to port it to [PlayStation 3](/source/PlayStation_3). Despite these issues, he persisted with the idea of getting the game on [consoles](/source/Video_game_console). 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](/source/Cold_call) e-mail asking if he needed "a beta tester within walking distance".[2] 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](/source/Majesco_Entertainment) to get the game released on XBLA.[2]

Schatz met composer [Austin Wintory](/source/Austin_Wintory) during *Monaco*'s development. Initially, Schatz was using licensed music with an "old timey, [silent era](/source/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](/source/Thatgamecompany)'s *[Flow](/source/Flow_(video_game))* and *[Journey](/source/Journey_(2012_video_game))*. Wintory eventually persuaded Schatz to use a soundtrack throughout the game. Wintory explained in an interview with *[IndieGames.com](/source/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?"[13] This process was unlike the one he had while working with Thatgamecompany; there he would make a suggestion and it would be discussed bureaucratically.[13]

### 2014-present: *Tooth and Tail* and *Monaco 2*

Screenshot of *Tooth and Tail*

Having released the final content pack for *Monaco*,[14] development of *[Tooth and Tail](/source/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*.[5][15] The game was originally codenamed *Armada* and was initially designed to be [gamepad](/source/Gamepad) friendly as Schatz believed there had been no "good" [real-time strategy](/source/Real-time_strategy) (RTS) games that utilized them.[16] 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".[17] At the [Game Developers Conference](/source/Game_Developers_Conference), Schatz asked several people for their opinions and received positive feedback.[17] Nothing was definite at this point including the title and theme.[17]

The title was later changed to *Lead to Fire*.[18][19] During this stage of its development, the team took inspiration from [Blizzard Entertainment](/source/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](/source/Twitch_(service)). Schatz called it a "miniature [PAX (gaming festival)](/source/PAX_(event))", a way to discuss the development with fans.[20] The developers were unhappy with the title *Lead to Fire* and changed it to *Tooth and Tail* about a year later.[21] The official title is a reference to the [tooth-to-tail ratio](/source/Tooth-to-tail_ratio).[note 1] The finalized art style was also announced around the same time, with some comparing it to a modernized version of 1990's [pixel art](/source/Pixel_art). Schatz wrote that like the development of the art for *[SpyParty](/source/SpyParty)*, "the game should look utterly shitty until it's absolutely amazing".[21] Wintory also composed the soundtrack for *Tooth and Tail*.[22]

In March 2022, *Monaco 2* was announced. Schatz noted that the game features [3D graphics](/source/3D_graphics) as opposed to *Monaco*'s 2D top-down view, as well as incorporating [procedural level generation](/source/Procedural_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.[2]

## Design philosophy

*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 [films](/source/Film). 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 the 1960 [heist film](/source/Heist_film) *[Ocean's 11](/source/Ocean's_11)*.[24] This is also seen in the plot of *Tooth and Tail*, given it is set during the [Russian Revolution](/source/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](/source/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*.[26] 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 May 2007 Microsoft Windows, macOS [2] Venture Dinosauria Cancelled [10] 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 [28] Monaco 2 April 10, 2025 Microsoft Windows, PlayStation 5, Xbox Series X/S [29]

## Notes

1. **[^](#cite_ref-22)** The tooth-to-tail ratio refers to the number of military support personnel ("tail") required to support one combat soldier ("tooth").

## References

1. **[^](#cite_ref-destructoidinterview_1-0)** Carey, Sean (October 8, 2010). ["An extended interview with Monaco's Andy Schatz"](https://www.destructoid.com/an-extended-interview-with-monaco-s-andy-schatz-185295.phtml). *[Destructoid](/source/Destructoid)*. [Archived](https://web.archive.org/web/20180123122444/https://www.destructoid.com/an-extended-interview-with-monaco-s-andy-schatz-185295.phtml) from the original on January 23, 2018. Retrieved January 23, 2018. Everyone pronounces it wrong. I don't mind, but, it's pronounced "shots".

1. ^ [***a***](#cite_ref-polygonlongcon_2-0) [***b***](#cite_ref-polygonlongcon_2-1) [***c***](#cite_ref-polygonlongcon_2-2) [***d***](#cite_ref-polygonlongcon_2-3) [***e***](#cite_ref-polygonlongcon_2-4) [***f***](#cite_ref-polygonlongcon_2-5) [***g***](#cite_ref-polygonlongcon_2-6) [***h***](#cite_ref-polygonlongcon_2-7) [***i***](#cite_ref-polygonlongcon_2-8) [***j***](#cite_ref-polygonlongcon_2-9) [***k***](#cite_ref-polygonlongcon_2-10) [***l***](#cite_ref-polygonlongcon_2-11) [***m***](#cite_ref-polygonlongcon_2-12) [***n***](#cite_ref-polygonlongcon_2-13) [***o***](#cite_ref-polygonlongcon_2-14) Machkovech, Sam (April 18, 2013). ["The Long Con: High in the Wild with Monaco"](https://www.polygon.com/features/2013/4/18/4235608/the-long-con-schatz-monaco). *[Polygon](/source/Polygon_(website))*. [Vox Media](/source/Vox_Media). [Archived](https://web.archive.org/web/20180123055616/https://www.polygon.com/features/2013/4/18/4235608/the-long-con-schatz-monaco) from the original on January 23, 2018. Retrieved January 22, 2018.

1. ^ [***a***](#cite_ref-igfarctic_3-0) [***b***](#cite_ref-igfarctic_3-1) Wallis, Alistair (December 4, 2006). ["Road To The IGF: Venture Arctic's Andy Schatz"](https://web.archive.org/web/20140817055605/http://www.gamasutra.com/view/news/102900/Road_To_The_IGF_Venture_Arctics_Andy_Schatz.php). *[Gamasutra](/source/Gamasutra)*. [UBM TechWeb](/source/UBM_TechWeb). Archived from [the original](https://www.gamasutra.com/view/news/102900/Road_To_The_IGF_Venture_Arctics_Andy_Schatz.php) on August 17, 2014. Retrieved January 23, 2018.

1. **[^](#cite_ref-Gamasutra_Biography_4-0)** ["Author Biography: Andy Schatz"](https://web.archive.org/web/20170630165520/http://www.gamasutra.com/view/authors/861173/Andy_Schatz.php). *[Gamasutra](/source/Gamasutra)*. [UBM TechWeb](/source/UBM_TechWeb). Archived from [the original](https://www.gamasutra.com/view/authors/861173/Andy_Schatz.php) on June 30, 2017. Retrieved January 23, 2018.

1. ^ [***a***](#cite_ref-dinodrop_5-0) [***b***](#cite_ref-dinodrop_5-1) Schatz, Andy (February 18, 2009). ["Autonomous AI and the First Dinosauria"](https://www.gamedeveloper.com/design/autonomous-ai-and-the-first-dinosauria). *[Gamasutra](/source/Gamasutra)*. [UBM TechWeb](/source/UBM_TechWeb). [Archived](https://web.archive.org/web/20180125062754/https://www.gamasutra.com/blogs/AndySchatz/20090218/83312/Autonomous_AI_and_the_First_Dinosauria.php) from the original on January 25, 2018. Retrieved January 25, 2018.

1. **[^](#cite_ref-6)** Saladino, Michael (November 19, 1999). ["Postmortem: Presto Studios' Star Trek: Hidden Evil"](https://web.archive.org/web/20160324155217/http://www.gamasutra.com/view/feature/131809/postmortem_presto_studios_star_.php?page=4). *[Gamasutra](/source/Gamasutra)*. [UBM TechWeb](/source/UBM_TechWeb). p. 4. Archived from [the original](https://www.gamasutra.com/view/feature/131809/postmortem_presto_studios_star_.php?page=4) on March 24, 2016. Retrieved January 25, 2018.

1. **[^](#cite_ref-7)** ["About - Bfoot Studios"](http://www.bfoot.com/about/). Bfoot Studios. [Archived](https://web.archive.org/web/20180126015611/http://www.bfoot.com/about/) from the original on January 26, 2018. Retrieved January 26, 2018.

1. ^ [***a***](#cite_ref-unknown_8-0) [***b***](#cite_ref-unknown_8-1) [***c***](#cite_ref-unknown_8-2) Gillen, Kieron (January 8, 2009). ["Unknown Pleasures 2009: Venture Dinosauria"](https://www.rockpapershotgun.com/2009/01/08/unknown-pleasures-2009-venture-dinosauria/). *[Rock, Paper, Shotgun](/source/Rock%2C_Paper%2C_Shotgun)*. [Archived](https://web.archive.org/web/20160503103119/https://www.rockpapershotgun.com/2009/01/08/unknown-pleasures-2009-venture-dinosauria/) from the original on May 3, 2016. Retrieved January 23, 2018.

1. **[^](#cite_ref-9)** Moon, Brad (July 28, 2009). ["Review: Venture Arctic - Can a Video Game Be Green?"](https://www.wired.com/2008/07/can-a-video-gam/). *[Wired](/source/Wired_(website))*. [Condé Nast](/source/Cond%C3%A9_Nast). [Archived](https://web.archive.org/web/20180124100207/https://www.wired.com/2008/07/can-a-video-gam/) from the original on January 24, 2018. Retrieved January 24, 2018.

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1. **[^](#cite_ref-vb1_11-0)** ["Pocketwatch Games: From business school reject to indie game veteran"](https://venturebeat.com/2017/10/30/pocketwatch-games-from-business-school-reject-to-indie-game-veteran/). *[VentureBeat](/source/VentureBeat)*. October 30, 2017. [Archived](https://web.archive.org/web/20171030183323/https://venturebeat.com/2017/10/30/pocketwatch-games-from-business-school-reject-to-indie-game-veteran/) from the original on October 30, 2017. Retrieved January 23, 2018.

1. **[^](#cite_ref-arsprince_12-0)** Hutchinson, Lee (December 13, 2012). ["The Prince of Monaco: Andy Schatz talks up his indie "heist simulator""](https://arstechnica.com/gaming/2012/12/the-prince-of-monaco-andy-schatz-talks-up-his-indie-heist-simulator/). *[Ars Technica](/source/Ars_Technica)*. [Condé Nast](/source/Cond%C3%A9_Nast). [Archived](https://web.archive.org/web/20161009192922/http://arstechnica.com/gaming/2012/12/the-prince-of-monaco-andy-schatz-talks-up-his-indie-heist-simulator/) from the original on October 9, 2016. Retrieved January 25, 2018.

1. ^ [***a***](#cite_ref-soundtrackinterview_13-0) [***b***](#cite_ref-soundtrackinterview_13-1) ["Austin Wintory - IndieGames Podcast (12/23/11)"](https://vimeo.com/album/1785511/video/34101276). *[Vimeo](/source/Vimeo)*. [IndieGames](/source/IndieGames.com). December 22, 2011. [Archived](https://web.archive.org/web/20180125112042/https://vimeo.com/album/1785511/video/34101276) from the original on January 25, 2018. Retrieved July 24, 2016. 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.

1. **[^](#cite_ref-14)** Devore, Jordan (April 7, 2014). ["Pocketwatch wraps up Monaco with one final chapter"](https://www.destructoid.com/pocketwatch-wraps-up-monaco-with-one-final-chapter-272976.phtml). *Destructoid*. [Archived](https://web.archive.org/web/20180115112503/https://www.destructoid.com/pocketwatch-wraps-up-monaco-with-one-final-chapter-272976.phtml) from the original on January 15, 2018. Retrieved February 7, 2018.

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1. **[^](#cite_ref-polytnt1_20-0)** Hall, Charlie (November 6, 2014). ["Real time strategy with a single button? Lead to Fire could show us how"](https://www.polygon.com/2014/11/6/7168867/lead-to-fire-arcade-rts-monaco-pocketwatch). *[Polygon](/source/Polygon_(website))*. [Vox Media](/source/Vox_Media). [Archived](https://web.archive.org/web/20180105084835/https://www.polygon.com/2014/11/6/7168867/lead-to-fire-arcade-rts-monaco-pocketwatch) from the original on January 5, 2018. Retrieved February 7, 2018.

1. ^ [***a***](#cite_ref-pcgamerchange_21-0) [***b***](#cite_ref-pcgamerchange_21-1) Chalk, Andy (August 13, 2015). ["Armada becomes Tooth and Tail, first "real" screen released"](http://www.pcgamer.com/armada-becomes-tooth-and-tail-first-real-screen-released/). *[PC Gamer](/source/PC_Gamer)*. [Future plc](/source/Future_plc). [Archived](https://web.archive.org/web/20180105091940/http://www.pcgamer.com/armada-becomes-tooth-and-tail-first-real-screen-released/) from the original on January 5, 2018. Retrieved February 7, 2018.

1. **[^](#cite_ref-destructoidreview_23-0)** Hancock, Patrick (September 12, 2017). ["Review: Tooth and Tail"](https://www.destructoid.com/review-tooth-and-tail-460294.phtml). *[Destructoid](/source/Destructoid)*. [Archived](https://web.archive.org/web/20180105122136/https://www.destructoid.com/review-tooth-and-tail-460294.phtml) from the original on January 5, 2018. Retrieved February 7, 2018.

1. **[^](#cite_ref-sneaky_24-0)** ["Trade Secrets: Andy Schatz"](http://sneakybastards.net/shadesofgrey/trade-secrets-monaco/). *Sneaky Bastards*. March 26, 2012. [Archived](https://web.archive.org/web/20170825012002/http://sneakybastards.net/shadesofgrey/trade-secrets-monaco/) from the original on August 25, 2017. Retrieved January 25, 2018.

1. **[^](#cite_ref-destruct11_25-0)** Holmes, Jonathan (March 27, 2013). ["GDC, Monaco, Oceans 11, and porn games with Andy Schatz"](https://www.destructoid.com/gdc-monaco-oceans-11-and-porn-games-with-andy-schatz-249851.phtml). *[Destructoid](/source/Destructoid)*. [Archived](https://web.archive.org/web/20160402135011/http://www.destructoid.com/gdc-monaco-oceans-11-and-porn-games-with-andy-schatz-249851.phtml) from the original on April 2, 2016. Retrieved January 25, 2018.

1. **[^](#cite_ref-polyrussian_26-0)** Hall, Charlie (November 6, 2014). ["Real time strategy with a single button? Lead to Fire could show us how"](https://www.polygon.com/2014/11/6/7168867/lead-to-fire-arcade-rts-monaco-pocketwatch). *[Polygon](/source/Polygon_(website))*. [Vox Media](/source/Vox_Media). [Archived](https://web.archive.org/web/20180105084835/https://www.polygon.com/2014/11/6/7168867/lead-to-fire-arcade-rts-monaco-pocketwatch) from the original on January 5, 2018. Retrieved January 25, 2018.

1. **[^](#cite_ref-quora_27-0)** Schatz, Andy (September 14, 2017). ["Which games should all well-rounded game developers be familiar with?"](https://www.quora.com/Which-games-should-all-well-rounded-game-developers-be-familiar-with). *[Quora](/source/Quora)*. Quora Inc. Retrieved January 25, 2018.

1. **[^](#cite_ref-28)** ["Andy Schatz on Tooth and Tail"](https://www.gamereactor.eu/articles/370813/Andy+Schatz+on+Tooth+and+Tail/). *[Gamereactor](/source/Gamereactor)*. [Gamez Publishing A/S](/source/Gamez_Publishing_A%2FS). December 22, 2015. [Archived](https://web.archive.org/web/20180101194808/https://www.gamereactor.eu/articles/370813/Andy+Schatz+on+Tooth+and+Tail/) from the original on January 1, 2018. Retrieved January 25, 2018.

1. **[^](#cite_ref-29)** Matulef, Jeffrey (July 17, 2017). ["Monaco dev's minimalist RTS Tooth and Tail sets September release date"](http://www.eurogamer.net/articles/2017-07-17-monaco-devs-minimalist-rts-tooth-and-tail-sets-september-release-date). *[Eurogamer](/source/Eurogamer)*. Gamer Network. [Archived](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) from the original on January 5, 2018. Retrieved January 23, 2018.

1. **[^](#cite_ref-monaco2announcement_30-0)** McWhertor, Michael (March 17, 2022). ["Stealth indie hit Monaco: What's Yours is Mine is getting a 3D sequel"](https://www.polygon.com/22982994/monaco-2-release-date-pocketwatch-games-humble). *[Polygon](/source/Polygon_(website))*. [Vox Media](/source/Vox_Media). [Archived](https://web.archive.org/web/20220708065623/https://www.polygon.com/22982994/monaco-2-release-date-pocketwatch-games-humble) from the original on July 8, 2022. Retrieved July 13, 2022.

## External links

Wikimedia Commons has media related to [Andy Schatz](https://commons.wikimedia.org/wiki/Category:Andy_Schatz).

- [Official website](http://www.pocketwatchgames.com/) for Pocketwatch Games

v t e Pocketwatch Games Games Wildlife Tycoon: Venture Africa Venture Arctic Monaco: What's Yours Is Mine Tooth and Tail Monaco 2 People Andy Schatz

[Portals](https://en.wikipedia.org/wiki/Wikipedia:Contents/Portals):
- [Biography](https://en.wikipedia.org/wiki/Portal:Biography)
- [Video games](https://en.wikipedia.org/wiki/Portal:Video_games)

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Adapted from the Wikipedia article [Andy Schatz](https://en.wikipedia.org/wiki/Andy_Schatz) by Wikipedia contributors ([contributor history](https://en.wikipedia.org/wiki/Andy_Schatz?action=history)). Available under [Creative Commons Attribution-ShareAlike 4.0 International](https://creativecommons.org/licenses/by-sa/4.0/). Changes may have been made.
