Cocoon’s strange new worlds
summary
Prototype begins in 2017 and the game releases September last year, earning three Nordic Game Award nominations; design roots in watching ALIEN and poring through anatomy, insect and marine biology books. Core mechanic is picking up orbs that are actual mini-terraformed levels — a recursive worlds within worlds system — and orb abilities shift from activating a visible core to unlocking after defeating a boss. Visual rules: circular “cocoon” architecture, gold and iridescent doors, organic machines with no cog wheels rather than traditional tech.
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chapters (12)
- 0:00Introduction to Cocoon
- 2:28Defining the core concept
- 5:11Protagonist and environment
- 7:40Refining visual language
- 10:32Organic architecture
- 13:23Building the alien aesthetic
- 17:16Materials and iridescence
- 20:28Animation and movement
- 22:58Designing boss encounters
- 25:50Orb and weapon designs
- 28:37The sun boss and evolution
- 30:53Moon ancestors and wrap-up
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