Zipper Interactive vets form nobodinos

The startup is looking to Kickstarter to help bring its game Bottom Feeders to mobile

Zipper Interactive, known for SOCOM, was closed earlier this year, but rising from its ashes is a new studio called nobodinos. David Kern, a principle technical artist at Zipper, and Russ Phillips, Zipper's studio art director, launched the company as soon as Zipper closed its doors in April.

The duo said in an email that "eventually we may get back to the big console titles but for now we are focused on creating some casual and mobile games." The studio's first title is called Bottom Feeders. It's just a few weeks away from hitting Facebook, and the company is also running a Kickstarter campaign to raise enough cash to develop the title for mobile.

Bottom Feeders is a casual game in which players plunge a net from a boat to catch all kinds of different sea critters to add to their collection. For its Bottom Feeders Kickstarter campaign, the company has teamed with the Videogame History Museum to encourage donors by offering a complete set of Zipper games, which will be donated to the museum - and donors' names will be engraved on a plaque. The donation will include the complete SOCOM US Navy SEALs series along with classics like MechWarrior3 and Crimson Skies.

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Latest comments (6)

Dave Wolfe Game Developer, Cosmic Games9 years ago
The game looks like it could be fun but $225k seems like an awful lot for such a simple game, especially one that is already in beta.
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They should wear shirts saying Bottom Feeders...
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Bruce Everiss Marketing Consultant 9 years ago
The same story being repeated many hundreds of times across the game development industry. Talented people bail out of the struggling console market and create a new startup for social/digital/mobile games.
This has to be seen as excellent, with creativity being unleashed like never before. Overall the game industry is healthier than it has ever been before.

If you work for a stagnant console developer why haven't you jumped ship yet? It is pretty easy to raise the necessary funds.
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Terence Gage Freelance writer 9 years ago
"If you work for a stagnant console developer why haven't you jumped ship yet? It is pretty easy to raise the necessary funds."
Maybe because while it's easier to get funding for a mobile/social game, it's just as hard to get noticed amongst the sheer weight of releases (most of which being complete shit), much less turn a profit and even go on to be successful. Mobile gaming is not this panacea you paint it out to be.
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Tim Carter Designer - Writer - Producer 9 years ago
Maybe because social mobile games are not the same experience as console games.
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Nicholas Pantazis Senior Editor, VGChartz Ltd9 years ago
@ Bruce They didn't bail out, they were fired, and they would clearly rather not be making this game than console games.
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