1st Edition

World Building for Game Designers

By Steve Dee Copyright 2026
    328 Pages
    by CRC Press

    328 Pages
    by CRC Press

    Our modern world is dominated by giant media companies, and increasingly they don’t so much sell story, characters or gameplay as they do their setting. Fictional worlds are big business and represent big value to companies and audiences alike, and they are increasingly expected and demanded by both. As yet, however, the art of building worlds has been only taught to writers of novels or films.  The same worlds are frequently used across different modes of media, but successfully adapting them to games or building them for this purpose requires a specific approach.

    Unlike all other artforms, games mandate participation, with the audience stepping into the world of the game and taking on the roles that the rules and pieces demand of them. Likewise, whenever an audience engages with a fictional world they are inherently playing a game of make-believe and imagining themselves within a different context. This makes world building and gaming a perfect match, with each element giving more power to the other. This book unlocks exactly how the two disciplines are entwined and work together, and how a designer can harness that synergy to the best effect.

    The text is composed of short, focused chapters that explain every step of building a compelling world, from getting your first ideas to moving towards publication. It also provides a deeper understanding of the how and why of world creation, and why worlds have so much power over us as players and as people.

    • Covers every step of world creation from getting ideas to seeking publication
    • A comprehensive analysis of the field
    • Inspirational tricks to break blocks or find new angles
    • Practical exercises at the end of every chapter
    • Simple and accessible for every kind of game or game designer

    Foreword

    Acknowledgements

    Introduction

    Part One: General Principles

    1.     Worlds Must Be Built to Purpose

    2.     Setting Exists To Communicate Mechanics

    3.     Worlds and Games Are Built On Narratives

    4.     World Building is Character Building

    5.     Astrology not Astronomy

    6.     Realism and Believability

    7.     Keep Asking Questions

    8.     Question Everything

    9.     Reality is Your Muse

    10.  Keeping Asking People

    11.  Rigidly Defined Areas of Doubt and Uncertainty

    12.  Embodiment and Anthropology

    Part Two: Breaking Ground

    13.  Extrinsic and Intrinsic Worldbuilding

    14.  Start Small and End Small

    15.  Go Big and Go Home

    16.  The Richard Scarry Interrogative

    17.  Gods and Monsters

    18.  The Map is not the Territory

    19.  Genesis and the Bible

    20.  Top Down…

    21.  …and Bottom Up

    22.  The Spongebob Technique

    23.  Good vs Evil and Other Popular Brands

    24.  Psychographics and Psychodrama

    25.  Plot Armour and Railroading

    Part Three: Developing Your World

    26.  Never Say Never Again

    27.  Pipe and How To Lay It

    28.  The Slice of Life

    29.  Signs and Signifiers

    30.  Synecdoche and Statistics

    31.  A Game Is A Map

    32.  Teaching and Example

    33.  The Jimmy Olsen Blues

    34.  The Ray Arnold Principle

    35.  Filling the Fractal

    36.  Borrowing, Stealing and Appropriating

    37.  Lawyers, Puns and Money

    Afterword

    Index

    Biography

    Steve Dee has worked in games for thirty years as a designer, writer, editor, journalist, consultant, organizer and educator. He has won five ENnie awards for RPG design, most recently for CHEW: The Roleplaying Game and won Best Non-Digital Game at the 2024 Freeplay Awards for The Score. His card game There's Been A Murder has sold over 100,000 copies and been translated into three languages. He is the president of Tin Star Games.

    Steve Dee’s book is the best work on worldbuilding since the Hadean Eon.” — Dan Abnett, New York Times bestselling author and writer of wrongs.

    “I can count on Steve always to deliver on the creativity. He has a knack for digging in deep and coming up with something marvelous! When it comes to world-building, he knows his subject and would-be game designers can learn a lot from him.” – Robert J Schwalb, Game Designer (Shadow of the Demon Lord, Dungeons & Dragons, Warhammer Fantasy Roleplay)