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Video Game WorldBuilding

Creating Believable Immersion

  • Textbook
Video Game WorldBuilding cover

Video Game WorldBuilding

Creating Believable Immersion

  • Textbook
Quantity
Available on 18 Feb 2027
£22.49

Available for purchase via Bloomsbury etextbooks on publication date

This title is available for inspection copy requests

Description

This book explores the discipline of World Design, also referred to as World Building, within large and small video game studios and outlines the fundamental skill sets required to become a World Builder, covering the theoretical aspects of moving from a concept to executing a digitally imagined world.

Video Game World Design is a practical introduction to the creative discipline of designing immersive digital worlds, or World Building. Aimed at students and aspiring game designers, it explores the skills, tools, and interdisciplinary knowledge needed to create coherent, engaging environments for gameplay.

Covering everything from concept development to execution in game engines, the book draws on real-world case studies and insights from industry professionals to offer a clear picture of what it takes to become a successful World Designer.

Key features include:

*Clear definitions of the World Builder role and required skill sets
*Exploration of complementary fields such as architecture, art, geography, and politics
*Practical guidance on pre-production methods and collaboration in game development
*Techniques for building player-centered environments, from map design to props and audio
*Case studies and interviews offering real-world context and future trends
*Over 100 color images throughout that support the text and provide visual aids

Accessibility Information

Additional accessibility information

  • PDF/UA-2, 1.4
  • accessibility@bloomsbury.com

Hazards

The publication contains no hazards

Support for non-visual reading

Has alternative text descriptions for images

Navigation

  • Page list to go to pages from the print source version
  • Elements such as headings, tables, etc for structured navigation
  • All or substantially all textual matter is arranged in a single logical reading order

Table of Contents

Introduction
1. Building a World
2. Complementary Knowledge
3. Maps
4. Game Map Aesthetics
5. World Building and the Pre-Production process
Case Study: The Axis Unseen
6. World Building with Architecture
7. World Anthropology
8. Game Writers and Narrative Designers
9. World Bibles, Art Bibles
Case Study: Returnal
10. Translating the World
11. Career Advice

Index

Product details

Bloomsbury Academic Test
Published 18 Feb 2027
Format Ebook (PDF)
Edition 1st
Pages 256
ISBN 9798765125731
Imprint Bloomsbury Academic
Illustrations 165 colour illus
Publisher Bloomsbury Publishing

About the contributors

Author

Michael Salmond

Michael Salmond is a digital interaction designer,…

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