Video Game World Design
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Home > Business and Economics Books > Industry and industrial studies > Media, entertainment, information and communication industries > Computer and video game industry > Video Game World Design: The Theory and Practice of Creating Believable Interactive Worlds
Video Game World Design: The Theory and Practice of Creating Believable Interactive Worlds

Video Game World Design: The Theory and Practice of Creating Believable Interactive Worlds


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About the Book

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

Table of Contents:
1. Definitions God Mode: Creating a World Designing Best Practices 2. Complementary Disciplines Geography Architecture Anthropology 3. System Interaction and Research Topology Research Methods 4. Player Psychology and Motivation How Does a Player Learn From Their Environment? Behavioral Psychology 5. Sketching the Narrative of the World How the Worlds' Story Unfolds How the Gameplay Informs the Story How the World Looks How the Player Interfaces with the World 6. Collaborative and Multi-disciplinary Processes Game Designer Art Director Production Designer Environment Artist Level Designers Modelers and Animators Programmers/Systems Designers Audio/Sound Design VFX Lighting Designer Marketing and Sales 7. Creating a Digital World Consideration for the World What if My World is a Spaceship? The Real World as Analog Communicating the Environment 8. From Broad Strokes to the Minutiae Build the Aesthetic Determining the Sensations of the World Creating Conflict 9. How the World Sounds How the World Sounds Voiceover Work Outsourcing or In-house Production Mapping Audio to the World 10. Building the Worlds of the Future Games are Larger Than Ever The Future: What is the Future of World Building? Conclusion Index

About the Author :
Michael Salmond is Professor of Digital Media Design at Florida Gulf Coast University, USA. He has taught interactive design and video game design for over 17 years. He is the author of Video Game Level Design (Bloomsbury, 2021), Video Game Design (Bloomsbury, 2016) and The Fundamentals of Interactive Design (Bloomsbury, 2013).


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Product Details
  • ISBN-13: 9798765125748
  • Publisher: Bloomsbury Publishing PLC
  • Publisher Imprint: Bloomsbury Academic
  • Language: English
  • Sub Title: The Theory and Practice of Creating Believable Interactive Worlds
  • ISBN-10: 8765125746
  • Publisher Date: 03 Sep 2026
  • Binding: Digital (delivered electronically)
  • No of Pages: 256


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