When Andy Schatz made a decision to become an indie developer, he did not wish to consider what could happen if he collapsed.”I never actually thought about that. I likely avoided the concept of considering the binary idea of having the ability to live my fantasy or not having the ability to live my fantasy. That is the stuff of nightmares,” Schatz said, laughing.

It is a strategy that has been functioning well for him so far. Nearly 13 decades later, the longtime game developer — along with also his studio, Pocketwatch Games — are still here. It is a remarkable accomplishment for its San Diego-based firm, which, out of a couple freelancers, has two fulltime workers: Schatz and developer Dexter Friedman. Schatz credits the group’s longevity using their imaginative problem solving.

“I believe that is partially why we triumph, since we handle issues that have not really been solved previously,” he explained. “And therefore, assuming we triumph at these things, we will have created a game that is pretty exceptional. That is really what I attribute our success to. We are making games that actually have not been made before.”

Tooth and Tail (available today on PlayStation 4 and PC) will be the most recent case of Pocketwatch’s creativity. Schatz never enjoyed playing real time strategy games — a genre long related to keyboards and mouse — onto a control. So the roots of Tooth and Tail started as a personal challenge: He wanted to determine if he can make a fun RTS made particularly for a gamepad.That wound up being the toughest portion of development, since the group maintained fine-tuning up the controls until a couple of months before launch.


Another element that sets Toot and Tail apart is its own pseudo-Industrial Revolution placing. Within this world, hungry animal factions are fighting over who gets to live and who is, well, dinner. Pocketwatch selected animals because a great deal of people already understand what a mouse, skunk, or lizard is capable of, which assists address a different RTS challenge — knowing what human military units can perform in a glance.

The first idea came from neighborhood supervisor Brian Franco, who proposed backyard creatures as a potential theme for another job. Schatz hurried with it. His love of history (especially the American Civil War) motivated Tooth and Tail’s filthy aesthetic, giving the story a few moral weight.

“If you take care of the entire world of critters that reside in your garden as a human culture, it is dark and barbarous,” Schatz said. “You have now been run over by automobiles. You’ve got cats which are killing baby birds. Everything is continually on the watch for a hawk or an owl. It is not great.”

Tooth and Tail is rather different in tone and mechanisms in comparison to Pocketwatch’s prior release, the multi-player heist match Monaco. Up to now, players are enjoying its distinctive spin in an RTS, particularly the competitive multiplayer mode.However, the future was not always this glowing for Schatz and his collaborators. At one stage in his lifetime, Schatz was not even certain he wanted to create games anymore.


A twist of destiny

Before founding Pocketwatch, Schatz worked at different studios in the early 2000s. One of these was TKO Software, that did contract work for Electronic Arts. Along with helping out with the Medal of Honor franchise, TKO also worked on the badly obtained James Bond shooter GoldenEye: Rogue Agent, which Schatz described as a “travesty”. The working conditions such as Rogue Agent were so dreadful that it made him wish to leave the triple-A distance completely.

“In actuality, the burnout on such job is exactly what caused me to decide to go awry at the first place,” Schatz said.

This was in 2004, years earlier widespread electronic distribution approaches made indie growth a sustainable choice. At the moment, Schatz was not fully committed to moving indie however, so after departing TKO, in addition, he applied to a lot of business schools. His strategy upon collaboration (which he participates at today) would be to use his newfound wisdom to help “fix” the games sector. While he waited for a response, he and a couple of others began working on what could eventually become Pocketwatch’s very first match, the creature sim Wildlife Tycoon: Venture Africa.

Schatz did not obtain one approval letter. However he did not mind because Venture Africa was already getting favorable media coverage. It finally sold over 100,000 copies, largely in big-box retailers.

“Being made from college faculty was likely the greatest blessing of my whole career,” said Schatz.That first success did not last long — that the followup, Venture Arctic, did not sell nearly as well — but during time, Schatz was able to maintain Pocketwatch afloat. Its next strike came from 2013 with Monaco, which also did well critically and commercially (it sold about 2 thousand copies). Some of the group members supporting that game, such as designer Andy Nguyen and artist Adam DeGrandis, also ended up working with Schatz on Tooth and Tail.Concerning extent, staff size, and man-hours, Tooth and Tail is Pocketwatch’s largest job yet. And Schatz would rather keep it like that.

“This is as large as I need to get. … The one thing I need to perform in the long run is attempt to create our games at a bit less time. Try to take matters from three-and-a-half decades down to 2 or two-and-a-half rather,” said Schatz.


Breaking the cycle

Since Pocketwatch’s beginning, Schatz has had a front row seat into the indie boom. As a five-time host of the Independent Games Festival awards (that occurs in the yearly Game Developers Conference), he has seen the best of the best in regards to little dev teams and their matches.

“Watching the spectacle evolve into something which could, I think, more suitably be described as a business has been phenomenal. Nowadays it’s almost a misnomer to call something–to use the expression ‘indie,’ because a lot of unique things could be indie at this time. It is almost a useless term. I have been very proud to be a part of the motion, because I really do believe in many ways we won the struggle that we were battling,” said Schatz.

“I’m sure folks were battling it before me, but I joined the struggle in 2005, to provide legitimacy to smaller matches and also to solo devs, to attempt to break the classic publisher-developer cycle and deliver a whole lot more private input into game development. In most ways I believe we won that struggle. There are still firms doing things the old way, but there is so much more diversity into the arrangement of game development nowadays. I believe that it’s incredibly healthy.”Schatz has firsthand knowledge of how fickle the business could be, therefore he does not dare attempt to figure where it is headed next. He simply wishes to keep on making great games together with his Pocketwatch team.”Hopefully a few years from now we are going to be closing in about the launch of the next match,” he explained.