Flower
thatgamecompany
Co-Founder, Producer, Creative Designer
Design Focus
Embodied feeling of being in nature
Movement as primary interface
Focus on purely intrinsic rewards to reflect progress
Emotional pacing without dialogue or explicit narrative
Music and motion as synchronized system
Simple, intuitive controls.
Wind as input.
Movement as authorship.
The player does not progress through objectives but through shifts in atmosphere. Color, sound, and environmental response are structured to reinforce rhythm and an emotional arc rather than plot.
Emotion emerges from repetition and variation, not exposition.
Influence
Flower broadened the conversation around what interactive systems could evoke without relying on text or traditional narrative scaffolding. It demonstrated that flow, environmental change, and sound design could carry emotional meaning at scale. It’s placement at museum exhibits and inclusion in archives reflects its impact as an artistic work of video games.