Hideo Kojima's open-world delivery game.
From Death Stranding design note
Kojima built Death Stranding top down, starting from an image. Death Stranding began as a mental image of a beach lined with dead whales. Kojima settled the concept, characters and vibe first, then looked for mechanics that fit.
The source contrasts this with bottom up design, where rules and verbs come first and story and aesthetic follow. It cites Nintendo's Splatoon, which began as big tofu-like blocks hiding in ink, as the bottom up example.
It began as a mental image of a beach lined with dead whales. Kojima settles concept, characters and vibe first, then finds fitting mechanics.
Kojima built Death Stranding top down, starting from an image. Death Stranding began as a mental image of a beach lined with dead whales. Kojima settled the concept, characters and vibe first, then looked for mechanics that fit.
The source contrasts this with bottom up design, where rules and verbs come first and story and aesthetic follow. It cites Nintendo's Splatoon, which began as big tofu-like blocks hiding in ink, as the bottom up example.
GamesA Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.
GamesNintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.
GamesA major video game publisher and the guest's employer.
A puzzle platformer where you escape a factory using a magnet and a magnetic field.
GamesAn open world action game where you recruit and play any of London's citizens.
GamesA combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.
Mark Brown's first game, a puzzle game he made while learning Unity.
GamesA first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.