The WAG Pipeline: Building the World and the Audience Before You Build the Game

The WAG Pipeline: Building the World and the Audience Before You Build the Game

The current approach to building game-anchored transmedia universes remains stubbornly elusive and often results in commercial failure due to misaligned business realities and late-stage integration. This article introduces the WAG Pipeline (World, Audience, Game), which is a progressive model that flips the traditional development pressure by building an audience and world first, gathering honest signals, and only greenlighting a major game investment when success is audience-backed. This risk-smart strategy treats community as a core system and allows IP to grow organically, ensuring that when the game finally arrives, its immersion is amplified by an invested audience. Discover how this approach relocates risk to stages where originality can breathe, guaranteeing that studios learn cheaply and with a compass.

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IPDW2025—(Re)designing Production: An Interview with Alex McDowell

IPDW2025—(Re)designing Production: An Interview with Alex McDowell

To celebrate International Production Design Week (IPDW) between October 17th-26th, Pop Junctions presents a range of contributions related to the craft of production design, with particular focus on the art of world-building and the creativity and culture of production design practice. IPDW is an initiative led by the Production Designers Collective and involves a calendar of events that showcase production design around the world.

In this contribution, Tara Lomax asks Production Designer Alex McDowell about world-building, reimagining the production process, and his work across industry and education.

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