Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 19, 2014
arrowPress Releases
April 19, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


 

Andy Satterthwaite's Blog

 

Andy Satterthwaite

Design Director at PikPok

Been in game industry since 1993.

Started as a programmer, then became a producer in late 1995.

Co-owned Curly Monsters from 1998-2003, then moved to New Zealand.

Titles include:

  • Wipeout 2097/XL (PS1) - Producer
  • Colony Wars (PS1) - Producer
  • N-GEN Racing (PS1) - Producer
  • Quantum Redshift (Xbox) - Producer/Designer
  • Melboune Cup Challenge (PS2/Xbox/PC) - Producer/Designer
  • GripShift (PSP/PS3/X360) - Producer/Designer
  • Speed Racer (Wii/PS) - Producer/Designer
  • Madagascar Karts (Wii/PS3/X360) - Exec. Producer
  • Hot Wheels Battle Force 5 (Wii) - Exec. Producer
  • Shatter (PS3) - Exec. Producer / Concept originator
  • Rugby Challenge (PS3/X360/PC) - Exec. Producer
  • Monsters Ate My Condo (iPhone, Android) - Producer/Designer
  • Super Monsters Ate My Condo (iPhone, Android) - Producer/Designer

Currently Design Director at PikPok on multiple titles for iOS and Android.

 

Member Blogs

Posted by Andy Satterthwaite on Sun, 01 Sep 2013 11:30:00 EDT in
I've just reached my 20 year anniversary in the games industry. This is an epic letter of thanks to everyone I've worked with.


Posted by Andy Satterthwaite on Sun, 12 Sep 2010 09:08:00 EDT in Business/Marketing
Retail rental of games rarely gives the developers any money. Could something similar to the “digital rental” system (being pioneered with Film/TV) be the savior of the industry?


Posted by Andy Satterthwaite on Sun, 08 Aug 2010 08:52:00 EDT in Production
When was the last time you saw a movie, music or book review in percentages? When did 70% become bad? Did you ever play a game that the critics loved, yet you hated? How about the other way around? Is it time to review the way we review games?


Posted by Andy Satterthwaite on Mon, 05 Jul 2010 03:27:00 EDT in Business/Marketing
Why don’t publishers talk to each other to organize mutually beneficial release dates for games?


Posted by Andy Satterthwaite on Wed, 30 Jun 2010 09:37:00 EDT in Design
A plea to game-devs and publishers:If you're making a game that's main mode of play is Single Player focussed, then don't put in trophies/achievements that require on-line play. In fact, don't put in on-line play at all.



Andy Satterthwaite's Comments

Comment In: [Blog - 01/11/2014 - 07:14]

Honestly I loved the game ...

Honestly I loved the game ... completed it up to the end of the single player campaign spent about 15 on currency for card packs etc. and watched a shed-load of ads to boost my meager r n r nBUT - then the single campaign ran out, and I have ...

Comment In: [Blog - 07/17/2013 - 07:09]

Count me as officially intrigued ...

Count me as officially intrigued - seems like you 've got lots of good emergent elements. r nIntrigued by the name though, the Dante part of it has all sorts of connotations ...

Comment In: [Blog - 03/18/2013 - 05:10]

A good argument and one ...

A good argument and one that, in part, can be spread to DVD sales too. r n r nI would anecdotally say that inconveniencing a paying user actually encourages piracy. r ne.g. Every time I put on a DVD for my kids and they have to waste 5 minutes of ...

Comment In: [Blog - 02/12/2013 - 08:37]

Sounds cool ... I get ...

Sounds cool ... I get 12 hours for it too it 's a long way from New Zealand

Comment In: [Blog - 02/07/2012 - 06:15]

Using MS Project to do ...

Using MS Project to do that initial planning, and then following up with Scrum through development, is something I've done effectively on medium-large sized projects. I'm intrigued to know if anyone has done this effectively on small lt 4month

Comment In: [News - 11/21/2011 - 04:37]

We were one of those ...

We were one of those companies who jumped on the Scrum, but not quite bandwagon. We found it so much better than before, but still not perfect. Now with a key focus on iOS development we are having to evolve further. a 12 week dev cycle with a team of ...