~/talk

Worldbuilding: From Development to Marketing

Talkat GCAP 2025 · 2025-10-06..10-08· [ux-and-product-design]
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slides:none on file

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.

AI-written summary · about

  1. 0:00Introduction
  2. 4:22Worldbuilding in game marketing
  3. 8:56Worldbuilding in strategy
  4. 12:29Four V’s of brand strategy
  5. 17:04Game narrative and lore
  6. 18:48Brand identity framework
  7. 22:18Building fandom post-launch
  8. 23:40Transmedia and licensing
  9. 30:45Case study: MousePI for Hire
  10. 37:08Measuring worldbuilding success
  11. 43:07Key takeaways
  12. 43:35Q&A
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