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.
“I’ve been making game mechanics and designing personas for so many years that I also just walk around in everyday life and think about mechanics,” Carlsen tells me over Zoom. “I don’t remember the exact context or what triggered it. It was just a thought of like, what if you could basically have a level, that is to begin with just a maze or a level, but you can jump out of it. And you can carry that around. And you can put these levels into each other.
“There was just that thought.”