Zum Hauptinhalt springen
Nicht aus der Schweiz? Besuchen Sie lehmanns.de
Für diesen Artikel ist leider kein Bild verfügbar.

Video Game World Design

The Theory and Practice of Creating Believable Interactive Worlds

(Autor)

Buch | Softcover
256 Seiten
2026
Bloomsbury Academic USA (Verlag)
979-8-7651-2571-7 (ISBN)
CHF 43,60 inkl. MwSt
  • Titel nicht im Sortiment
  • Artikel merken
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

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).

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

Erscheint lt. Verlag 1.10.2026
Zusatzinfo 165 colour illus
Verlagsort New York
Sprache englisch
Maße 178 x 254 mm
Themenwelt Informatik Grafik / Design Digitale Bildverarbeitung
Informatik Software Entwicklung Spieleprogrammierung
Informatik Weitere Themen Computerspiele
ISBN-13 979-8-7651-2571-7 / 9798765125717
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
Das umfassende Handbuch

von Jürgen Wolf

Buch | Hardcover (2025)
Rheinwerk (Verlag)
CHF 69,85