Why Worldbuilding is the Ultimate IP Engine for Brands

We asked our expert worldbuilders Leanne Rule, Christa Jarrold, Eva Cremers and Ben&Julia to help us explore what worldbuilding is, how itโ€™s done, what needs to be considered and why itโ€™s valuable to brands.

Thursday 3 September 2026
ExpertiseTalentInsights

For decades, "worldbuilding" belonged to sci-fi, video games, and cinema, places like Marvel, LEGO, Barbie, and Disney. But today, the most ambitious brands are realising that a single 30-second spot no longer holds a fragmented audience. So, they are turning to worldbuilding.

What is worldbuilding, really?

Itโ€™s a coherent, multidimensional universe, where context, rules, tone, and environment work in unison. While a campaign concept is often a self-contained idea that executes its brief and then moves on to the next quarter, a brand world implies that life is happening away from the screen. You feel as though its inhabitants existed before, and will keep doing things long after it ends. It's narrative. It's storytelling.

Worldbuilding is the umbrella, but a world only becomes a business asset once it produces something ownable (IP) and something people can love (character). And itโ€™s so much more than a brand campaign.

"If people spend enough time with a certain type of character, tone and visual world, they start associating those qualities with the brand itself. A brand that might otherwise feel quite functional can suddenly feel funny, strange, warm, or culturally interesting because of the world that's been built around it."

Christa Jarrold

[๐˜ˆ๐˜ฃ๐˜ฐ๐˜ท๐˜ฆ: ๐˜“๐˜ช๐˜ฒ๐˜ถ๐˜ช๐˜ฅ ๐˜‹๐˜ฆ๐˜ข๐˜ต๐˜ฉ ๐˜ด๐˜ต๐˜ข๐˜ณ๐˜ต๐˜ฆ๐˜ฅ ๐˜ธ๐˜ช๐˜ต๐˜ฉ ๐˜ญ๐˜ฐ๐˜ถ๐˜ฅ, ๐˜ณ๐˜ฆ๐˜ฃ๐˜ฆ๐˜ญ๐˜ญ๐˜ช๐˜ฐ๐˜ถ๐˜ด ๐˜ฆ๐˜ฏ๐˜ฆ๐˜ณ๐˜จ๐˜บ ๐˜ข๐˜ฏ๐˜ฅ ๐˜ข๐˜ฏ ๐˜ช๐˜ณ๐˜ณ๐˜ฆ๐˜ท๐˜ฆ๐˜ณ๐˜ฆ๐˜ฏ๐˜ต ๐˜ต๐˜ฐ๐˜ฏ๐˜ฆ ๐˜ฐ๐˜ง ๐˜ท๐˜ฐ๐˜ช๐˜ค๐˜ฆ. ๐˜–๐˜ท๐˜ฆ๐˜ณ ๐˜ต๐˜ฉ๐˜ฆ ๐˜บ๐˜ฆ๐˜ข๐˜ณ๐˜ด, ๐˜ต๐˜ฉ๐˜ฆ ๐˜ญ๐˜ฐ๐˜ณ๐˜ฆ ๐˜ฌ๐˜ฆ๐˜ฑ๐˜ต ๐˜ฆ๐˜น๐˜ฑ๐˜ข๐˜ฏ๐˜ฅ๐˜ช๐˜ฏ๐˜จ - ๐˜ข "๐˜Ž๐˜ณ๐˜ฆ๐˜ข๐˜ต๐˜ฆ๐˜ด๐˜ต ๐˜๐˜ข๐˜ต๐˜ฆ๐˜ด" ๐˜ข๐˜ญ๐˜ฃ๐˜ถ๐˜ฎ ๐˜ธ๐˜ช๐˜ต๐˜ฉ ๐˜ณ๐˜ฆ๐˜ข๐˜ญ ๐˜ฎ๐˜ถ๐˜ด๐˜ช๐˜ค๐˜ช๐˜ข๐˜ฏ๐˜ด, ๐˜ฎ๐˜ฐ๐˜ค๐˜ฌ๐˜ถ๐˜ฎ๐˜ฆ๐˜ฏ๐˜ต๐˜ข๐˜ณ๐˜บ-๐˜ด๐˜ต๐˜บ๐˜ญ๐˜ฆ ๐˜ง๐˜ช๐˜ญ๐˜ฎ๐˜ด, ๐˜ข ๐˜ฑ๐˜ข๐˜ณ๐˜ฐ๐˜ฅ๐˜บ ๐˜ค๐˜ฐ๐˜ถ๐˜ฏ๐˜ต๐˜ณ๐˜บ ๐˜ค๐˜ญ๐˜ถ๐˜ฃ ๐˜ฎ๐˜ฆ๐˜ฎ๐˜ฃ๐˜ฆ๐˜ณ๐˜ด๐˜ฉ๐˜ช๐˜ฑ, ๐˜ข๐˜ฏ๐˜ฅ ๐˜ข ๐˜ง๐˜ข๐˜ฌ๐˜ฆ ๐˜ท๐˜ช๐˜ณ๐˜ข๐˜ญ ๐˜ต๐˜ณ๐˜ข๐˜ช๐˜ญ๐˜ฆ๐˜ณ ๐˜ง๐˜ฐ๐˜ณ ๐˜ข๐˜ฏ ๐˜ข๐˜ฏ๐˜ช๐˜ฎ๐˜ข๐˜ต๐˜ฆ๐˜ฅ ๐˜ง๐˜ช๐˜ญ๐˜ฎ โ€˜๐˜›๐˜ฉ๐˜ฆ ๐˜ˆ๐˜ฅ๐˜ท๐˜ฆ๐˜ฏ๐˜ต๐˜ถ๐˜ณ๐˜ฆ๐˜ด ๐˜ฐ๐˜ง ๐˜”๐˜ถ๐˜ณ๐˜ฅ๐˜ฆ๐˜ณ ๐˜”๐˜ข๐˜ฏโ€™.]

"A campaign is something you see. A world is somewhere you can enter and, importantly, somewhere you can return to."

Ben&Julia

Why Brands are Pivoting to Worlds

Worldbuilding gives audiences context and rich details for people to really get immersed in. Itโ€™s ultimately about feeling, scene-setting, escapism. People are exhausted by transactional content and have built an instinctive immunity to it. What they want instead is a richer, more meaningful experience.

Worldbuilding offers brands something more ambitious than a set of guidelines. Done properly, it gives every dimension of a brand - its characters, history, identity, its voice, values and visual language - a shared logic to grow from. Instead of being managed as separate assets, each element becomes part of one deep, coherent story.

The value that's gained is the shortcut to the brand. Rather than a campaign which reintroduces a brand every time, a world accumulates, so each new appearance is recognised faster.

"Brands often want to capitalize on or respond to big social hype moments, but the true value lies in setting up a strong world first, and making it versatile enough to pull off reactive social moments."

Eva Cremers

Ben&Julia think the moment is bigger than a trend: โ€œIn 2026, almost everybody understands what it means to enter another world. Look at video games, animation, serial storytelling or the culture around characters today. Entire generations have grown up with these forms, and there is no longer a meaningful age limit to them. People understand immersion instinctively, and they actively seek it.โ€ What was once a niche term in animation and gaming circles in now standard vocabulary in advertising. Proof that brands are finally thinking in decades again, not quarters.

Thereโ€™s a reason people keep coming back to the Meerkats universe: itโ€™s a perfect example of worldbuilding. Itโ€™s consistent but not repetitive. The characters have room to evolve, and the evolution of the world feels natural.

The world became a licensable asset in its own right, spawning a book, toys, and standalone sub-brands (Meerkat Movies, Meerkat Meals) that saved customers over ยฃ27m* and even attracted a Batman v Superman crossover. Nearly 20 years on, the character is arguably more recognisable than the brand itself. Simples.

[๐˜ˆ๐˜ฃ๐˜ฐ๐˜ท๐˜ฆ: ๐˜Š๐˜ฐ๐˜ฎ๐˜ฑ๐˜ข๐˜ณ๐˜ฆ ๐˜›๐˜ฉ๐˜ฆ ๐˜”๐˜ข๐˜ณ๐˜ฌ๐˜ฆ๐˜ต - ๐˜”๐˜ฆ๐˜ฆ๐˜ณ๐˜ฌ๐˜ข๐˜ต๐˜ด. ๐˜ˆ ๐˜ง๐˜ถ๐˜ฏ๐˜ค๐˜ต๐˜ช๐˜ฐ๐˜ฏ๐˜ข๐˜ญ ๐˜ค๐˜ข๐˜ต๐˜ฆ๐˜จ๐˜ฐ๐˜ณ๐˜บ ๐˜ญ๐˜ช๐˜ฌ๐˜ฆ ๐˜ช๐˜ฏ๐˜ด๐˜ถ๐˜ณ๐˜ข๐˜ฏ๐˜ค๐˜ฆ ๐˜ฏ๐˜ฆ๐˜ฆ๐˜ฅ๐˜ฆ๐˜ฅ ๐˜ด๐˜ฐ๐˜ฎ๐˜ฆ๐˜ต๐˜ฉ๐˜ช๐˜ฏ๐˜จ ๐˜ธ๐˜ข๐˜ณ๐˜ฎ ๐˜ญ๐˜ช๐˜ฌ๐˜ฆ ๐˜ต๐˜ฉ๐˜ช๐˜ด ๐˜ต๐˜ฐ ๐˜ฎ๐˜ข๐˜ฌ๐˜ฆ ๐˜ช๐˜ต ๐˜ข๐˜ฑ๐˜ฑ๐˜ฆ๐˜ข๐˜ญ๐˜ช๐˜ฏ๐˜จ ๐˜ข๐˜ฏ๐˜ฅ ๐˜ฆ๐˜ฏ๐˜ต๐˜ฆ๐˜ณ๐˜ต๐˜ข๐˜ช๐˜ฏ๐˜ช๐˜ฏ๐˜จ. ๐˜๐˜ต ๐˜ฆ๐˜ท๐˜ฐ๐˜ญ๐˜ท๐˜ฆ๐˜ฅ ๐˜ช๐˜ฏ๐˜ต๐˜ฐ ๐˜ค๐˜ฉ๐˜ข๐˜ณ๐˜ข๐˜ค๐˜ต๐˜ฆ๐˜ณ๐˜ด ๐˜ฉ๐˜ข๐˜ท๐˜ช๐˜ฏ๐˜จ ๐˜ฃ๐˜ข๐˜ค๐˜ฌ๐˜ด๐˜ต๐˜ฐ๐˜ณ๐˜ช๐˜ฆ๐˜ด, ๐˜ณ๐˜ช๐˜ท๐˜ข๐˜ญ๐˜ณ๐˜ช๐˜ฆ๐˜ด, ๐˜ข๐˜ฏ๐˜ฅ ๐˜ง๐˜ข๐˜ฎ๐˜ช๐˜ญ๐˜ช๐˜ฆ๐˜ด.]

Building it: world, story, character, IP.

Before anything else, there's a process of interrogating the brand: getting to the truth about it, competitive and cultural context-setting, and turning ambition into a creative brief. It's this groundwork that determines who's the right collaborator for the job.

Charlie Sells, ECD, says "For a world to truly connect with the audience, it starts with really understanding the brand and any challenges: what it wants to achieve & say, how it should feel, look, taste. Every decision after that, the tone, the characters, the visual language, is really just an answer to a question that was asked at the start."

The World needs logic, story, and character to exist, and different worldbuilders start at different points with this. Ben & Julia start with a feeling: "We ask what naturally emerges when we associate the brand or the product with a world. What images, symbols or archetypes come from our subconscious, or even from a kind of collective unconscious? Those first associations give us the raw ingredients of the universe." Only after the rules exist does the medium - puppet, illustration, live action, or a mix - suggest itself. Crucially, they don't let technique define the idea too early.

How much a brand needs to bring to the table varies by collaborator. Ben&Julia want strategic grounding. Christa Jarrold wants the non-negotiables - what the brand stands for, who itโ€™s for - and then room to play. โ€œIf every detail has already been decided before you start, itโ€™s harder to discover anything interesting,โ€ she adds. Leanne likes to work from a strong existing steer and then push it further. But if a brand doesnโ€™t have that vision yet, part of her job is helping them find it.

The Story is what makes a world feel inhabited and alive. Christa sees the differentisation between a campaign concept and a world: "A campaign concept can be quite self-contained: one idea, one joke that does its job and then disappears. A brand world has to feel like there's more going on beyond the bit you're seeing.โ€

Leanne Rule describes a similar through line that a world needs an in-depth identity, rich details and a cohesive visual language. โ€œIt's a feeling that runs through the whole project, where characters, environment and storytelling all feel connected and like they belong together, rather than a few stand-alone characters or features."

Ben&Julia take it the furthest, building entire invisible bibles for their characters that never make the final cut - backstory, friendships, how they'd react in situations. โ€œMaybe you only see five percent of it. That is important, because you do not need to tell the audience everything for them to feel that there is something there." It means a brand can return to the world later without inventing a new layer from scratch. "You just blow a little sand away and discover that there was already much more underneath."

The Characters carry the value that compounds over time, and theyโ€™re very different from mascots. A mascot is a design. A character is a personality. And Leanne is blunt about which one carries a brand for years: "Personality! If you can give a character a unique identity then it can work for much longer. It's not just about design, but the way you write and perform a character that gives it lasting power. A fun design helps it be memorable but a real personality will help people really connect."

"Everything starts with character. If I understand who lives in the world, what theyโ€™re like, what makes them tick, then the visual language and the rules of the world tend to come naturally. The characters almost tell you what kind of world they need around them."

Christa Jarrold

[๐˜ˆ๐˜ฃ๐˜ฐ๐˜ท๐˜ฆ: ๐˜‹๐˜ถ๐˜ฐ๐˜ญ๐˜ช๐˜ฏ๐˜จ๐˜ฐ - ๐˜–๐˜ธ๐˜ญ & ๐˜๐˜ณ๐˜ช๐˜ฆ๐˜ฏ๐˜ฅ๐˜ด. ๐˜‹๐˜ถ๐˜ฐ ๐˜ฆ๐˜ท๐˜ฐ๐˜ญ๐˜ท๐˜ฆ๐˜ฅ ๐˜ง๐˜ณ๐˜ฐ๐˜ฎ ๐˜ข ๐˜ง๐˜ถ๐˜ฏ๐˜ค๐˜ต๐˜ช๐˜ฐ๐˜ฏ๐˜ข๐˜ญ ๐˜ฏ๐˜ฐ๐˜ต๐˜ช๐˜ง๐˜ช๐˜ค๐˜ข๐˜ต๐˜ช๐˜ฐ๐˜ฏ ๐˜ฎ๐˜ข๐˜ด๐˜ค๐˜ฐ๐˜ต ๐˜ช๐˜ฏ๐˜ต๐˜ฐ ๐˜ข๐˜ฏ ๐˜ถ๐˜ฏ๐˜ฉ๐˜ช๐˜ฏ๐˜จ๐˜ฆ๐˜ฅ, ๐˜ค๐˜ฉ๐˜ข๐˜ฐ๐˜ต๐˜ช๐˜ค ๐˜ฏ๐˜ฆ๐˜ถ๐˜ต๐˜ณ๐˜ข๐˜ญ ๐˜ค๐˜ฉ๐˜ข๐˜ณ๐˜ข๐˜ค๐˜ต๐˜ฆ๐˜ณ ๐˜ธ๐˜ช๐˜ต๐˜ฉ ๐˜ข ๐˜ฅ๐˜ช๐˜ด๐˜ต๐˜ช๐˜ฏ๐˜ค๐˜ต ๐˜ฑ๐˜ฆ๐˜ณ๐˜ด๐˜ฐ๐˜ฏ๐˜ข๐˜ญ๐˜ช๐˜ต๐˜บ. ๐˜‹๐˜ถ๐˜ฐ๐˜ญ๐˜ช๐˜ฏ๐˜จ๐˜ฐ ๐˜ธ๐˜ฆ๐˜ฏ๐˜ต ๐˜ฐ๐˜ฏ ๐˜ต๐˜ฐ ๐˜ฃ๐˜ถ๐˜ช๐˜ญ๐˜ฅ ๐˜ข ๐˜ธ๐˜ฉ๐˜ฐ๐˜ญ๐˜ฆ ๐˜ค๐˜ข๐˜ด๐˜ต ๐˜ฐ๐˜ง ๐˜ค๐˜ฉ๐˜ข๐˜ณ๐˜ข๐˜ค๐˜ต๐˜ฆ๐˜ณ๐˜ด ๐˜ข๐˜ณ๐˜ฐ๐˜ถ๐˜ฏ๐˜ฅ ๐˜‹๐˜ถ๐˜ฐ ๐˜ธ๐˜ฉ๐˜ฐ ๐˜ข๐˜ฑ๐˜ฑ๐˜ฆ๐˜ข๐˜ณ ๐˜ช๐˜ฏ ๐˜ต๐˜ฉ๐˜ฆ ๐˜ข๐˜ฑ๐˜ฑ, ๐˜ด๐˜ฐ๐˜ค๐˜ช๐˜ข๐˜ญ ๐˜ฎ๐˜ฆ๐˜ฅ๐˜ช๐˜ข ๐˜ข๐˜ฏ๐˜ฅ ๐˜ฎ๐˜ข๐˜ณ๐˜ฌ๐˜ฆ๐˜ต๐˜ช๐˜ฏ๐˜จ ๐˜ค๐˜ข๐˜ฎ๐˜ฑ๐˜ข๐˜ช๐˜จ๐˜ฏ๐˜ด. ๐˜™๐˜ฆ๐˜ข๐˜ฅ ๐˜ข๐˜ฃ๐˜ฐ๐˜ถ๐˜ต ๐˜ฃ๐˜ถ๐˜ช๐˜ญ๐˜ฅ๐˜ช๐˜ฏ๐˜จ ๐˜ต๐˜ฉ๐˜ฆ ๐˜ค๐˜ฉ๐˜ข๐˜ณ๐˜ข๐˜ค๐˜ต๐˜ฆ๐˜ณ๐˜ด, ๐˜ฉ๐˜ฆ๐˜ณ๐˜ฆ.]

"Character always comes first for me personally. I find it helps me work out all the visual rules for the rest of the universe, and immediately sets a tone of what's going to happen. Sometimes it even adds new discoveries. If I add a cheeky detail to a character, it can add in a new fun moment in the project or help me get a feel for how it might all come together."

Leanne Rule

The IP is the payoff. An ownable character or asset can be licensed, merchandised, extended into new products or categories, and defended legally in ways a campaign concept canโ€™t.

Ownability isn't necessarily something you design for directly. It comes from understanding the brand, and understanding the principles of character design and worldbuilding. Itโ€™s a by-product of originality.

Ben&Julia describe the mechanism through the Kuleshov effect, which says; give the audience the right ingredients and let them construct meaning themselves, rather than explaining a character into being. "The brand owns the character, but the audience owns the meaning", and that shared ownership is what makes the IP worth more. Christa leans on instinct within the brand's world, letting her own design sensibility surface naturally inside it. Leanne tries to stay authentic to her voice as an artist, but bespoke enough to belong entirely to the project.

"I often try to find the balance between making a character that feels authentic to my voice as an artist, but something that can belong to this project entirely, so that what I'm making feels bespoke and for the world of the brand."

Leanne Rule

McDonald's

McDonaldโ€™s provides a masterclass in how brand worlds evolve over decades without losing their internal logic. In the 1970s, the fast-food giant established McDonaldland, a fictional fantasy universe starring Ronald McDonald, Grimace, the Hamburglar, and Birdie, that was an IP ecosystem spanning Happy Meal toys, restaurant playgrounds, and pop culture.

Fast forward to recent years, and McDonald's has modernised its universe for generational nostalgia and digital spaces. From leaning into fan-led Grimace lore on TikTok to executing crossover gaming activations inside Xbox and Roblox, the brand continuously proves that a well-built world can inhabit any medium.

McDonaldland has also been reopened in stages: 2022's Cactus Plant Flea Market collab (extending into its own merch line), 2023's viral Grimace Shake, and 2026's full character reunion, each building on the same cast, proving the world compounds.

A prime example of this worldbuilding engine in action is McDonaldโ€™s Chinaโ€™s nationwide Childrenโ€™s Day campaign, created in collaboration with artist Eva Cremers.

For Eva, expanding a universe as huge and established as McDonald's without losing what makes it recognisable comes down to respecting the brand as it is.

โ€œI didnโ€™t want to overshadow the brand. I wanted to create something that complemented it" said Eva. "It meant keeping the core McDonaldโ€™s elements as is, not trying to change them too much. But coming up with clever ways of adding more personality.โ€

In practice, that meant using McDonald's own items in unexpected ways, almost like easter eggs, be that characters sitting on the bottom of hamburger buns as they ride a wild water ride, a big refreshing drink becoming a pool with the straw left in, or a rollercoaster built from burger boxes standing in for the chairs. The recognisable elements of McDonald's stay as they are while a playful twist around them makes the world feel fresh and alive.

Watchouts & caveats

People can sense sales pitches or trend-jumpers dressed up as authentic content. So, while worldbuilding can be valuable when done well, itโ€™s not for every brand. It canโ€™t be measured like a campaign in reach or impressions, but it can be felt through a shift in culture, or an immersed and loyal community.

A world is a long-term strategy. And because a world's identity lives in its characters and internal logic rather than any single format or activation, it can carry into a new app, a new platform, or a new cultural moment and still feel like itself. Itโ€™s an investment. Get the world and characters right, and the IP takes care of itself.

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