Cocoon's developers on bringing 'the most complex game idea' they've ever had to life

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Cocoon's developers on bringing 'the most complex game idea' they've ever had to life
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Victoria developed a deep love for video games watching her brothers barrel their way through Goldeneye 007. She will unashamedly spout forth all sorts of niche Zelda lore to anyone who will listen (and even at times to those who won't), and makes the best pancakes you have ever seen.

Daydreaming. That's how it started. Daydreaming. Cocoon designer and director Jeppe Carlsen, whose previous works include Inside and Limbo, was simply daydreaming one day, and the idea of a game that encapsulated worlds within worlds within worlds came to him.

One layer Carlsen thought of was to have a character, which as this point was not yet the insectoid creature we know from Cocoon, gain powers like in"a Metroid game". This idea then evolved further, so that rather than a character getting the powers, the powers were instead given to the worlds themselves. But, even with this ever-growing idea, it was still a daydream. There were no notes and nothing was written down.

While lacking refinement, and with a playable character that was"cute" but far from fully formed, they already knew they were on to something special. Work on the game continued.The team soon brought on Erwin Kho to be art director on the project."They emailed me... and sent me this prototype being apologetic, like, 'please just don't look at the art or whatever it is, just try to imagine this in your 3D style'," Kho recalls, smiling.

" has made his own synthesisers that are running as plugins while you're playing the game - they are running in runtime, which means that he can make the music not loop. And it means that the music can have constantly small variations in how it plays because it is real-time played and generated music," he tells me.

For a while, Cocoon did actually have a second button, the developers tell me. However, those testing the game felt this addition was too confusing, often swapping the two buttons around in their minds."It drove me nuts," Carlsen laughs. "I think my biggest problem with it was, you unlock these different paths with the different orbs, but it doesn't mean that you are using them all the time. You are using them occasionally. And then, just having this rhythm just going... It's so annoying. It's like why? Why is this going about and, like, popping?" Carlsen laughs.

"I think those types of ideas just never really carried it into the game, unfortunately, but it is fascinating. It's like basically, what if you had an ice world and you put it in an oven, and then you go back and say 'oh it melted!'," Carlsen laughs, as Kho tells me Carlsen really wanted an ice world .

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