![]() Then we built a secret compartment out of foam-core (one of the few materials cockroaches can't cling to) and worked out a devious routine for sneaking the compartment into the hat. We hired an entomologist who provided slow-moving, camera-friendly cockroaches (the kind from under your stove don't hang around for close-ups) and taught us to pick the bugs up without screaming like preadolescent girls. My partner, Penn, and I once produced 500 live cockroaches from a top hat on the desk of talk-show host David Letterman. "You will be fooled by a trick if it involves more time, money and practice than you (or any other sane onlooker) would be willing to invest. "You will be fooled by a trick if it involves more time, money and practice than you (or any other sane onlooker) would be willing to invest" Teller Teller, the silent half of Penn & Teller, once said the following about magic tricks: Rather than complaining about how hard it is, one way to innovate - and to separate yourself from the herd - is to embrace doing things the hard way. If there was an easy way to innovate in game development everyone would be doing it already. They are not easy shortcuts to success, because those do not exist, but they will hopefully help you think outside the box. I have some approaches that help me think about innovation. True innovation is harder, but also highly effective to distinguish yourself from your competitors, and to develop a competitive advantage. ![]() We're all trying to make games that no-one has ever played before, even if it is just the first voxel-based Space Invaders on Android. Platforms and genres are constantly evolving, and players always want something new - perhaps not too new, but definitely not the same game they were playing last week. Change is the status quo of the games industry.
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