Keita Takahashi
Keita Takahashi is a Japanese game developer and artist. He is best known for creating the Katamari game franchise and working as director and lead designer on Katamari Damacy as well as its sequel, We Love Katamari. The original game was a surprise hit and soon garnered a cult following.
Also recorded as Takahashi Keita
Keita Takahashi

jon jordan · originally posted to Flickr as keita takahashi · CC BY 2.0
- Name
- Keita Takahashi
- Born
- 1975
- Birthplace
- Moji-ku, Kitakyūshū, Fukuoka Prefecture, Japan
- Education
- Musashino Art University
- Occupation
- Game designer, artist
- Spouse
- Asuka Sakai
- Nationality
- Japan
- Fields
- video game
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Keita Takahashi is a Japanese game developer and artist. He is best known for creating the Katamari game franchise and working as director and lead designer on Katamari Damacy as well as its sequel, We Love Katamari. The original game was a surprise hit and soon garnered a cult following.
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Authority files
wikidata · Q3114182 · wikipedia · Keita Takahashi
In this article
Biography
Biography
After leaving Namco, Takahashi co-founded the indie game studio Uvula in 2010 with his wife Asuka Sakai.

Game director Keita Takahashi in 2009.
jon jordan · originally posted to Flickr as keita takahashi
Key facts
Key facts
• Name — Keita Takahashi • Born — 1975 • Birthplace — Moji-ku, Kitakyūshū, Fukuoka Prefecture, Japan • Education — Musashino Art University • Occupation — Game designer, artist • Spouse — Asuka Sakai • Children — 2
Career
Career
Takahashi entered the Musashino Art University to study sculpting in 1995. After graduating he had lost interest in sculpting as a full-time career and pivoted to video games instead. He joined Namco as an artist around 1999 and started working on multiple smaller projects. While working at Namco, Takahashi was thinking of original game ideas, but unable to pitch them due to him being in the art department. He eventually joined the Namco Digital Hollywood Game Laboratory, a game design academy run by Namco. He recruited nearly a dozen of its students alongside a few programmers and visual designers from elsewhere inside the company. The prototype of Katamari took six months to develop and led to Namco green lighting the game's full development. After one and a half years of development Katamari Damacy released on March 18, 2004, for the PlayStation 2. The game was a surprise hit and quickly developed a cult following over the years. Katamari Damacy Reroll, a high-definition remastered version of the game, was released in December 2018. In a 2023 interview Takahashi said he isn't receiving any royalties from the sales of Katamari games. The popularity of Katamari came as a surprise to Takahashi as well as his employer. He strongly opposed the idea of a sequel. After he found out that development on a continuation of Katamari was already underway, Namco informed him they would develop a sequel with or without him. Takahashi decided to take part in the development process once again because he "didn't want players to be disappointed". We Love Katamari released on June 7, 2005. The game is self-referential about being a game as well as a sequel. • Illustration — Takahashi at the 2006 Game Developers Conference On February 19, 2009 Noby Noby Boy was released. The game was published by Bandai Namco and designed by Takahashi. In Noby Noby Boy players were able to collect points and help a separate character travel through the Solar System. The game's goal was shared by all players and was cumulatively reached after more than six years. In a 2005 interview, just after the release of We Love Katamari, Takahashi announced that he hopes to eventually move on from video games, with an ambition of designing playgrounds for children. He believes children should spend less time in the virtual world and more time in the physical world. In October 2009, the Nottingham City Council announced during the Gamecity festival that Takahashi was spending a month in the city working on designs for the play area at Woodthorpe Grange. Takahashi quit Namco in 2010, citing creative differences and the changes since the company merged with Japanese toy manufacturer Bandai as reasons for his departure. In a later interview, Takahashi said he wanted to develop games with people from all around the world as to provide a different perspective into game design, and his choice to leave Namco was that he felt he was limited to only the Japanese perspective there. He and his wife, Asuka Sakai, formed the company Uvula around the same time in October 2010. Shortly after that Takahashi and Sakai moved to Vancouver, Canada. In 2012, Takahashi announced that Nottingham project had been indefinitely postponed due to budget concerns. Takahashi moved to Canada after getting a job offer from Tiny Speck to work on Glitch, a 2D MMO browser game. The project launched in September 2011 and shut down a year later in December 2012. The messaging tools inside Glitch were eventually used as the basis for the corporate communication platform Slack. In December 2012, Takahashi moved to San Francisco in the United States and started work on his next game Wattam. The game was developed by Funomena, an "experimental game design company" co-founded by Robin Hunicke who has also previously worked on Glitch. Following Wattam Funomena and Takahashi collaborated on multiple more games, including the Project Tango mobile app Woorld. In early 2019, the Telfair Museum ran an exhibition at the Jepson Center for the Arts entitled "Keita Takahashi: Zooming Out", featuring various elements of Takahashi's work. Takahashi worked on designing the exhibits, which included a playable version of his 2013 game Alphabet with a custom controller. After working on it since at least 2015, a new game by Takahashi and fellow Uvula developer Ryan Mohler was released for and alongside the Playdate, a game console developed by Panic and designed in collaboration with Teenage Engineering, in April 2022. According to Game Developer Crankin's Time Travel Adventure became "something of a poster child" of the Playdate. The game uses the handheld console's mechanical crank to manipulate time. In July 2022, Uvula and publisher Annapurna Interactive announced a new game project by Takahashi, called "to a T". The game is described as a "narrative adventure game" following the daily life of a teenager in a small coastal town. The game was released on May 28, 2025.
Selected ludography
Selected ludography
• Year — Game — Role — Publisher — Ref(s) references • 2004 — Katamari Damacy — Director — Namco • 2005 — We Love Katamari — Director — Namco • 2009 — Noby Noby Boy — Director, designer — Namco Bandai Games • 2011 — Glitch — Designer — Tiny Speck • 2013 — Tenya Wanya Teens — Designer — Uvula • Alphabet — Designer — LA Game Space • 2016 — Woorld — Designer — Funomena • 2019 — Wattam — Designer — Annapurna Interactive • 2022 — Crankin's Time Travel Adventure — Designer — Panic Inc. • 2025 — To a T — Designer — Annapurna Interactive
Identity
Identity
Keita Takahashi is recorded as engineer, designer and video game director.
Life and career
Dated record
Life and career
The full dated record · 1 entries
1975
Keita Takahashi born at Moji-ku.
Notes from the source article
Cited by Wikipedia
Notes from the source article
These works are cited by the source article, in its own numbering. They are recorded as its citations, not as sources VALÉORINE has verified.
- 1.Hall, L.E. Katamari Damacy. Boss Fight Books. 2018. 978-1-940535-17-3.
- 2.Hall, L.E. Katamari Damacy. Boss Fight Books. 2018. 978-1-940535-17-3.
- 3.Small, Zachary. He Created the Katamari Games, but They're Rolling On Without Him. The New York Times. 28 July 2023.
- 4.Agnello, Anthony John. Opinion: It's Time for More Katamari. The Escapist. September 14, 2018.
- 5.Now Playing in Japan. IGN. July 12, 2005.
- 6.Leone, Matt. Thinking outside of the box. 1UP.
- 7.Purchese, Rob. Noby Noby Boy to get February release. Eurogamer. Gamer Network. 22 January 2009.
- 8.Sinclair, Brendan. The negativity of Keita Takahashi. GamesIndustry.biz. Gamer Network. 5 July 2018.
- 9.Hermida, Alfred. Technology | Katamari creator dreams of playgrounds. BBC News. November 10, 2005.
- 10.Video games guru to design play area. Nottingham Post.
- 11.Yin-Poole, Wesley. Keita Takahashi: Why I left Namco. Eurogamer. 1 November 2010.
- 12.Blake, Vikki. Katamari Damacy creator left Bandai Namco to "get ideas from different perspectives". Eurogamer. March 22, 2025.
- 13.Gilbert, Ben. Katamari Damacy director and wife reveal new company. Engadget. October 3, 2010.
- 14.Beard, Marcus. Staying Playful with Keita Takahashi. September 5, 2012.
- 15.Honan, Mat. How Stewart Butterfield Created Slack From a Failed Video Game. Wired. 7 August 2014. 1059-1028.
- 16.Ashcraft, Brian. Why Katamari Damacy's Creator Left Japan. Kotaku. June 19, 2019.
- 17.McCarthy, Caty. Keita Takahashi on Wattam and the Superfluousness of Video Games. VG247. Gamer Network. 21 September 2018.
- 18.The Woman Who Gave You Journey Returns With a VR Fairy Tale. WIRED.
- 19.Keita Takahashi: Zooming Out » Telfair Museums.
- 20.Tracing the work of Keita Takahashi, from Sculpture to Games. Telfair Museums. February 13, 2019.
- 21.(Literally) spinning a yarn in time-bending puzzler Crankin's Time Travel Adventure. Game Developer. 19 April 2022.
- 22.Pineda, Rafael Antonio. Katamari Damacy Creator Keita Takahashi Teases New Game. Anime News Network. July 30, 2022.
- 23.Romano, Sal. Annapurna Interactive, uvula, and Keita Takahashi announce to a T for Xbox Series, Xbox One, and PC. Gematsu. June 29, 2023.
- 24.Welsh, Oli. With To a T, Keita Takahashi almost made a normal game. Polygon. 28 May 2025.
- 25.Velazco, Chris. 'Woorld' makes a strong argument for weird Project Tango apps. Engadget. 21 May 2016.
References
Citations
References
Each reference names the institution holding it, so a reader may go to the document itself.
reference work
Wikidata, structured authority record Q3114182: Keita TakahashiWikimedia Foundation
Secondary witnessreference work
Secondary witness
The Encyclopedia exists whether or not anything is for sale. Corrections are recorded rather than overwritten, and every version of this record is kept. Published 14 August 2026.
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