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Support: Haydn Dalton, Creative Director; Nathan Sumsion, Lead Game Designer; Katherine Clare, Marketing & Communications Manager
In the ideation phase, we ironed out core concepts that drive the game’s fantasy, gameplay, and tone. In pre-production, we will iterate on those ideas, adding more structure to the foundation that will allow all necessary departments to start building a game.
The following outlines our ideal pipeline for pre-production. Ideal. Never actual. That doesn’t exist in game development. This pipeline should be adapted depending on the nature of the game, timeline for development, and at what phase you’re brought into the development process (prayers for those doing all these steps at once while also writing, recording and implementing two months after you were supposed to ship).
(Here is an overview of our pipeline deliverables for each phase of development. Each phase will get its own deep-dive post in the coming weeks.)

This section and the next tend to happen simultaneously – you often need to flesh out the lore to inform critical parts of your story or character. If you haven’t started a lore bible yet, now is the time. This can be a Word document or PowerPoint, or it can be stored in an application like Confluence which works like a wiki. World building is a continual process. You will edit your lore bible over and over until the very end of production as collaboration and changes in scope morph the game. Make sure you are updating the lore bible regularly so that everyone is on the same page. Along with key pieces from the ideation phase (such as pillars, tone, themes, core conflict, and fantasy), you will make entries for the following, if applicable. We use templates for these to ensure consistency.

These should include:
Here is an example character sheet featuring a character from our original game, Drifters. It was a 5v5 hero action shooter with minimal plot, basically just a narrative wrapper, but with a lot of fun characters:
Glossary:
Include an overview of the world at large. Give key locations their own pages that can be linked within the world page.
Factions are any group that has a significant role in your game’s story. They can be political entities, religious groups, military orders, social movements, guilds, cultural identities, and more. Include details on their…
Each distinct location should have its own entry. Include…
Items should only get entries if they’re important. Explain why the item is significant and give us its origin/history, appearance, and current location.
If you have any major concepts that impact the world, define them and explain their significance. Something like the Force in Star Wars would be an example.
We discussed pillars in the previous post on ideation here. These are foundational principles that inform how the narrative is conceptualized and integrated.
Rules are laws that make your world consistent. If you abide by your own rules, the world should be believable, no matter how insane the concept. Break the rules, and you risk breaking your audience’s suspension of disbelief. Some areas to consider for defining rules (These are also great for world-building in general):

Magic and technology Who uses it? How does it work? How advanced? What’s the cost? Is it learned? Who has access? What’s possible and what isn’t? Is magic innate or learned? Examples:
Politics and government Who holds the power? Who wants it? Who cannot have it? What are the laws and who enforces them? Examples:
Religion How much influence does religion have? Are there many religions? Are deities fact or myth? What are the morals of the world? Examples:
Physics and cosmology How do matter, energy, and the universe differ from our own? What’s possible? What’s impossible? Was creation different? Examples:
Flora, fauna, climate, and geography Geography dictates culture (and can shape conflict when it goes wrong). What sort of terrain produces the cultures of your universe? How have they adapted? Where are your main characters on the food chain? Does nature rule? Has it been wiped out? Examples:
Social rules and class systems Few things in society shape conflict more than social hierarchies. What kinds exist in your world? Who are the elite? How do they display this? Are certain classes associated with certain jobs, skills, or geography? Examples:
History and time What events shaped the modern culture of your world? What rivalries linger? Is time travel possible? How does time move? Does it work the same for everyone? Can it be manipulated? Examples:
Not all of these will be applicable to the world you’re creating, but it’s good to review that list and consider whether these categories bear a significant impact on your world order.
Themes were also discussed in the ideation phase, but if you’re working on an original concept, themes probably aren’t cropping up until you dig into the story and lore bulding. Start identifying them and include them in your bible.
Summary of Narrative Mechanics List and explain the narrative mechanics you will develop. Have a unique dialogue system? Are roleplaying stats driven by personality traits like in Disco Elysium? Does time rewind? Do aspects of the game contribute to your psychological decline? Are you using a time loop mechanic? Do choices have consequences?
We will stop here. Phase one of pre-production requires a lot of templates and world-building. This is the fun part! But also… as a game writer, you often don’t have a lot of time. It is very easy to get bogged down in research and details, then lift up your head and realize it’s time to start plotting the narrative, but all you have is your character’s family tree tracing back 300 years. Focus on the high-level features of the universe, the ones that get the picture across quickly, then you can fill in all those little details later.
Things to look forward to in Pre-Production Phase Two:
See you again soon!
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