Starting a new job can often feel like navigating uncharted waters, a sentiment echoed by many who have embarked on fresh career journeys. My own initiation at PC Gamer was a whirlwind of uncertainty, where the primary goal was to avoid publishing anything that could be deemed libellous—or at the very least, to ensure that any missteps were accompanied by a touch of humor. Yet, my experience pales in comparison to that of Scott Pitkethly, the battle architect at Creative Assembly, who shared his own tumultuous beginnings with the publication.
Scott Pitkethly’s Journey
Reflecting on his start at Creative Assembly back in 1999, Pitkethly described it as a true sink-or-swim scenario. Initially assigned to work on sports games—an area he had little passion for—he faced the daunting challenge of transitioning to a genre that truly excited him: the Total War series. However, there was a catch; he had never written game code before. This leap into the unknown was not just a career move, but a significant learning curve.
His journey took a fascinating turn when he finally got the opportunity to contribute to Total War, a franchise that has since earned accolades and even a remaster in 2021. Interestingly, the engine developed for this game found its way into the BBC’s Time Commanders, although it was later revealed that the show’s premise was built on a rather elaborate deception.
Despite the challenges and the initial misalignment with his interests, Pitkethly has remained a steadfast presence at Creative Assembly, contributing to every project since his arrival—except for one notable exception. “I’ve been here on every project since really. Except the one everyone says is their favorite, Medieval 2, I didn’t actually work on that,” he remarked with a hint of humor. At least he can take solace in the fact that his days of developing sports games are firmly behind him.