3 Core Questions to Unlock a Transmedia World
You don't need a full script to start designing your universe. You just need the right questions.
When I’m building a world meant to stretch across mediums—film, games, comics, animation—I don’t start with plot. I start with pressure. Tension. History.
Here are 3 core questions I always ask when turning a blank idea into something cinematic, playable, and expandable across formats:
1. What happens when I combine two ideas?
Don’t chase originality—create collisions.
A gangster story + forgotten gods
A teen romance + alien parasites
An old myth + biotech horror
This is how new rules and new worlds are born. Don’t wait; mix and break early.
2. What was the world like before the story began?
Worldbuilding starts before the protagonist ever enters the scene. Ask:
Who had power before?
What systems are still running from ancient damage?
What shaped the villain’s view of the world?
Pro tip: Design your main character last—as someone trying to outlast the world, not define it. That makes the world feel older, heavier, more believable.
3. Can you see yourself playing your character in a game?
Ask:
Can you survive here?
What makes the world difficult?
Could a puzzle or level be designed from your character’s daily struggle?
If your character could exist inside a game—complete with tasks, hazards, and rules—you’re already designing transmedia. Playability equals adaptability.
What do you think?
Which question do you ask first when building your worlds?
Do you design protagonist, antagonist, or world first?
I’d love to hear how you approach it—every method shapes the outcome.
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The first question for all projects of any size is, what audience is interested in your franchise and why? You cannot actually create a "transmedia" franchise for something that doesn't exist in the m...
Expand commentThe first question for all projects of any size is, what audience is interested in your franchise and why? You cannot actually create a "transmedia" franchise for something that doesn't exist in the market somewhere. Because, among other reasons, each of those markets are different with different demographics, viewing habits and tropes. They do not necessarily cross over different media, so you have to build in each unless your franchise is already huge in the market place so that someone from each markets will be interested. I know people like the idea, but you are taking a 3 or 5 or 100 million dollar movie into a 30 or 50 or billion dollar category from inception. In a world where you cannot get a capable distributor to even consider a low budget film without a "name" actor attached - this is not a reasonable thought process IMO. Saying something is a "transmedia" franchise is an observation after the fact. It didn't start out that way absent the franchise already present in some mass market form. That is why IMO the term is misused and misunderstood - usually people are referring to what was and is still called in your various production and distribution agreements "ancillary rights" or derivations, adaptations, etc., which is more accurate.
1 person likes this
Shadow Dragu-Mihai I get your point about audience targeting and the challenges with budget and distribution, but I think leaning too heavily on “audience-first” thinking can sometimes suppress origin...
Expand commentShadow Dragu-Mihai I get your point about audience targeting and the challenges with budget and distribution, but I think leaning too heavily on “audience-first” thinking can sometimes suppress originality. My approach is closer to how music is made, where you focus on building something unique first, then let the audience discover it. If we only follow what’s already proven in the market, we’re chasing trends rather than creating them.
For example, with my film Arubix, I kept adding layers of detail to the concept, new lore, worldbuilding, original weapons, and custom creatures until I ended up with over 20 new game mechanics and even utility mechanics that could apply to real-world military tech. The process organically transformed it from just a movie into something that could naturally be adapted into a game.
That’s why I lean more into screen-to-game adaptations or even vice versa. I build the cinematic foundation first, making sure the detail, lore, and mechanics are born from the story itself. Then, expanding into interactive formats feels like a natural extension instead of a retrofit. In my view, that’s how you make something truly transmedia-ready from inception, without relying on it to already exist in a mass market form.