Most notably, I created Monaco, which went on to win the 2010 IGF Grand Prize and Excellence in Design awards. Monaco is a co-op stealth game set in an Ocean's 11 style universe.
I started Pocketwatch Games in 2005. Our first title, Wildlife Tycoon: Venture Africa, was made for $8,000 in 10 months and has now sold around 100,000 units. The followup to that game, Venture Arctic, was critically acclaimed, claiming the Sim Game of the Year award from GameTunnel.
Before I went indie I worked in the AAA world as a programmer. At TKO Studios we worked with EA on the critically derided Goldeneye: Rogue Agent and the commercially ignored Medal of Honor Breakthrough.
Before TKO I worked at Presto Studios on the first ever XBox Live title, Whacked!
Game Design should be covered by Copyright law, not Patent law. The Ninja Fishing/Ridiculous Fishing case illustrates why.
This is the story of how Monaco came to be. Monaco is a 4 player cooperative stealth game that was nominated for the Grand Prize and Excellence in Design in the 2010 IGF.
This is the story of how Dinosauria came to be. In fact, the entire Venture series was born in a dorm room in 1998, and has been percolating in my head all these years.
A complex web presence can be either invaluable or a waste of time. If you decide to do any web marketing, like the Wolfire guys, you'd better dive in and do as much as you possibly can. And start with a CMS.
As part of my dinosaur research, I've been speaking with Adam Britton, a real-world crocodile handler and researcher. The following is a bit of concept art from our artists at and the conversation with Adam that ensued.
We always knew "indie" meant SOMETHING. But no one could ever define what it was. With the success of high-wattage IGF winners and the divorce of the casual gaming market from the indie gaming market, it has become clear what indie games are.
[Blog - 05/13/2013 - 03:56]
My Google Alert brought me ...
My Google Alert brought me here. Very interesting and entertainingly readable post My perspective on the subject is that the industry and that includes anyone who makes games, commercial or no has become more of a continuum, with some AAA studios adopting practices explored by indies THQ Humble Bundle , ...
[News - 09/27/2012 - 04:42]
By the way, I actually ...
By the way, I actually think Swift 's characterization is pretty close. The only thing I would disagree with and I think this is very important is that while I want the CHOICE to be clear -- do I do A, B, or C -- the outcome of that choice ...
[Blog - 08/15/2011 - 02:15]
Ha, very interesting. As for ...
Ha, very interesting. As for your last comment, I think you are sarcastically referring to my claim that the small changes they made to NF are, in fact, innovation . If you are implying that this type of innovation is worthless because it's obscured by the clearly unethical cover of ...
[Blog - 08/16/2011 - 09:00]
I agree that game mechanics ...
I agree that game mechanics should not be patented. But I don't see why you feel that game mechanics are any less of a creative expression than art or sound or music. I believe they are, and as such should be protected in a similar way to art, sound and ...
[Blog - 08/15/2011 - 05:36]
I also posted an article ...
I also posted an article on the same subject, but with a significantly different take, this morning: http://www.gamasutra.com/blogs/AndySchatz/20110815/8198/Fishing the iOS Clone market and PatentCopyright.php
[News - 02/23/2011 - 06:52]
I think this is exactly ...
I think this is exactly why there's such disagreement over the term, because it seems to apply and not apply at the same time.