Overview
Games should be fun, simple, and strange. Takahashi approached Katamari Damacy as a sculptor, not a game designer—he studied art, not programming. The result rolled everything into a ball, literally. His subsequent work maintained the playful philosophy: Noby Noby Boy stretched infinitely; Wattam connected characters with explosions. Disillusioned with the industry, he periodically departed and returned.
Fast facts
- Born: 1975.
- Background: Sculpture, art school.
- Company: Namco (2000-2009), various.
- Key work: Katamari Damacy.
Katamari Damacy
| Element | Design |
|---|
| Core mechanic | Roll everything up |
| Controls | Dual stick simplicity |
| Tone | Absurdist humour |
| Scale | Infinite expansion |
Subsequent projects
| Title | Year | Concept |
|---|
| We Love Katamari | 2005 | Expanded sequel |
| Noby Noby Boy | 2009 | Stretching creature |
| Wattam | 2019 | Friendship connections |
Design philosophy
| Principle | Expression |
|---|
| Simplicity | Easy to understand |
| Joy | Playful experience |
| Weirdness | Surreal creativity |
| Anti-convention | Reject expectations |
Industry relationship
| Period | Status |
|---|
| Namco | Breakthrough success |
| Post-Katamari | Disillusionment |
| Departures | Multiple exits |
| Returns | Periodic projects |
See also