Age, Biography and Wiki

Andy Schatz was born on 9 March, 1978 in San Diego, California, is a Video game developer. Discover Andy Schatz's Biography, Age, Height, Physical Stats, Dating/Affairs, Family and career updates. Learn How rich is he in this year and how he spends money? Also learn how he earned most of networth at the age of 46 years old?

Popular As N/A
Occupation Video game designer CEO of Pocketwatch Games
Age 46 years old
Zodiac Sign Pisces
Born 9 March, 1978
Birthday 9 March
Birthplace San Diego, California
Nationality United States

We recommend you to check the complete list of Famous People born on 9 March. He is a member of famous game designer with the age 46 years old group.

Andy Schatz Height, Weight & Measurements

At 46 years old, Andy Schatz height not available right now. We will update Andy Schatz's Height, weight, Body Measurements, Eye Color, Hair Color, Shoe & Dress size soon as possible.

Physical Status
Height Not Available
Weight Not Available
Body Measurements Not Available
Eye Color Not Available
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Who Is Andy Schatz's Wife?

His wife is Tierney Schatz

Family
Parents Not Available
Wife Tierney Schatz
Sibling Not Available
Children Not Available

Andy Schatz Net Worth

His net worth has been growing significantly in 2023-2024. So, how much is Andy Schatz worth at the age of 46 years old? Andy Schatz’s income source is mostly from being a successful game designer. He is from United States. We have estimated Andy Schatz's net worth, money, salary, income, and assets.

Net Worth in 2024 $1 Million - $5 Million
Salary in 2024 Under Review
Net Worth in 2023 Pending
Salary in 2023 Under Review
House Not Available
Cars Not Available
Source of Income game designer

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Timeline

1978

Andy Schatz (born March 9, 1978) is a video game designer based in San Diego.

He began developing video games at a young age and graduated from Amherst College.

1995

His work on game development led to an invitation to the 1995 California State Science Fair.

In the same year, Schatz began working on Netplay, an online gaming portal, which acted as his introduction to the video game industry.

He later enrolled at Amherst College, where he graduated with a degree in Computer Science and Fine Arts.

Schatz' first job after college was at the viral marketing firm e-tractions, where he helped create a virtual Christmas snowglobe.

1999

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.

2000

After leaving Presto Studios, Schatz moved to Santa Cruz to work for TKO Software, and in the early 2000s helped develop 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.

2002

He left Presto Studios temporarily to work for e-tractions again, only to return later to help with the AI on the Xbox Live version of Whacked! (2002).

2004

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 four video games under Pocketwatch Games: Wildlife Tycoon: Venture Africa, Venture Arctic, Monaco: What's Yours Is Mine, and Tooth and Tail.

Monaco 2 is currently in development.

His design philosophy revolves around taking inspiration from already existing media, such as films, and transforming it into a video game.

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 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-esque game" for the Commodore 64.

Schatz founded Pocketwatch Games, an independent video game development studio as a sole proprietorship in December 2004, before TKO shut down in 2005.

2005

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).

Set in the African wilderness, the game focused on a number of themes including balancing the ecosystem, species' relationships and weather cycles.

2007

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, it had complications that players did not enjoy.

As a result, it was a commercial failure compared to Venture Africa.

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.

2009

It was cancelled before its 2009 release date.

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".

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".

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.

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".

He began to code a game inspired by Hitman and other games that resembled Pac-Man without the ghosts.

2013

This was the foundation of Monaco: What's Yours Is Mine (2013) and within a week Schatz had added enemies, ambience, and abilities.