Worldbuilding: From Development to Marketing
summary
Argues that worldbuilding must sit in brand strategy and gives concrete tactics: use the four V's (values, vision, voice, visuals), write a brand essence, instrument in‑game telemetry and SMART KPIs, and target Steam wishlists (example goal: +20% via Steam NextFest). Cites industry scale (18,000 Steam releases in 2024; AUD 345B→450B by 2030) and the 80% Steam failure stat, shows MOUSE: P.I. For Hire’s hand‑animated frames, live‑band score, transmedia rollouts (Cyberpunk, The Witcher) and licensing as measurable growth levers.
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chapters (12)
- 0:00Introduction
- 4:22Worldbuilding in game marketing
- 8:56Worldbuilding in strategy
- 12:29Four V’s of brand strategy
- 17:04Game narrative and lore
- 18:48Brand identity framework
- 22:18Building fandom post-launch
- 23:40Transmedia and licensing
- 30:45Case study: MousePI for Hire
- 37:08Measuring worldbuilding success
- 43:07Key takeaways
- 43:35Q&A
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