
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 itโs done, what needs to be considered and why itโs valuable to brands.
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?
Itโs 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 itโs 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


[๐๐ฃ๐ฐ๐ท๐ฆ: ๐๐ช๐ฒ๐ถ๐ช๐ฅ ๐๐ฆ๐ข๐ต๐ฉ ๐ด๐ต๐ข๐ณ๐ต๐ฆ๐ฅ ๐ธ๐ช๐ต๐ฉ ๐ญ๐ฐ๐ถ๐ฅ, ๐ณ๐ฆ๐ฃ๐ฆ๐ญ๐ญ๐ช๐ฐ๐ถ๐ด ๐ฆ๐ฏ๐ฆ๐ณ๐จ๐บ ๐ข๐ฏ๐ฅ ๐ข๐ฏ ๐ช๐ณ๐ณ๐ฆ๐ท๐ฆ๐ณ๐ฆ๐ฏ๐ต ๐ต๐ฐ๐ฏ๐ฆ ๐ฐ๐ง ๐ท๐ฐ๐ช๐ค๐ฆ. ๐๐ท๐ฆ๐ณ ๐ต๐ฉ๐ฆ ๐บ๐ฆ๐ข๐ณ๐ด, ๐ต๐ฉ๐ฆ ๐ญ๐ฐ๐ณ๐ฆ ๐ฌ๐ฆ๐ฑ๐ต ๐ฆ๐น๐ฑ๐ข๐ฏ๐ฅ๐ช๐ฏ๐จ - ๐ข "๐๐ณ๐ฆ๐ข๐ต๐ฆ๐ด๐ต ๐๐ข๐ต๐ฆ๐ด" ๐ข๐ญ๐ฃ๐ถ๐ฎ ๐ธ๐ช๐ต๐ฉ ๐ณ๐ฆ๐ข๐ญ ๐ฎ๐ถ๐ด๐ช๐ค๐ช๐ข๐ฏ๐ด, ๐ฎ๐ฐ๐ค๐ฌ๐ถ๐ฎ๐ฆ๐ฏ๐ต๐ข๐ณ๐บ-๐ด๐ต๐บ๐ญ๐ฆ ๐ง๐ช๐ญ๐ฎ๐ด, ๐ข ๐ฑ๐ข๐ณ๐ฐ๐ฅ๐บ ๐ค๐ฐ๐ถ๐ฏ๐ต๐ณ๐บ ๐ค๐ญ๐ถ๐ฃ ๐ฎ๐ฆ๐ฎ๐ฃ๐ฆ๐ณ๐ด๐ฉ๐ช๐ฑ, ๐ข๐ฏ๐ฅ ๐ข ๐ง๐ข๐ฌ๐ฆ ๐ท๐ช๐ณ๐ข๐ญ ๐ต๐ณ๐ข๐ช๐ญ๐ฆ๐ณ ๐ง๐ฐ๐ณ ๐ข๐ฏ ๐ข๐ฏ๐ช๐ฎ๐ข๐ต๐ฆ๐ฅ ๐ง๐ช๐ญ๐ฎ โ๐๐ฉ๐ฆ ๐๐ฅ๐ท๐ฆ๐ฏ๐ต๐ถ๐ณ๐ฆ๐ด ๐ฐ๐ง ๐๐ถ๐ณ๐ฅ๐ฆ๐ณ ๐๐ข๐ฏโ.]
"A campaign is something you see. A world is somewhere you can enter and, importantly, somewhere you can return to."
Ben&JuliaWhy Brands are Pivoting to Worlds
Worldbuilding gives audiences context and rich details for people to really get immersed in. Itโs 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 CremersBen&Julia think the moment is bigger than a trend: โIn 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.
Thereโs a reason people keep coming back to the Meerkats universe: itโs a perfect example of worldbuilding. Itโs 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.


[๐๐ฃ๐ฐ๐ท๐ฆ: ๐๐ฐ๐ฎ๐ฑ๐ข๐ณ๐ฆ ๐๐ฉ๐ฆ ๐๐ข๐ณ๐ฌ๐ฆ๐ต - ๐๐ฆ๐ฆ๐ณ๐ฌ๐ข๐ต๐ด. ๐ ๐ง๐ถ๐ฏ๐ค๐ต๐ช๐ฐ๐ฏ๐ข๐ญ ๐ค๐ข๐ต๐ฆ๐จ๐ฐ๐ณ๐บ ๐ญ๐ช๐ฌ๐ฆ ๐ช๐ฏ๐ด๐ถ๐ณ๐ข๐ฏ๐ค๐ฆ ๐ฏ๐ฆ๐ฆ๐ฅ๐ฆ๐ฅ ๐ด๐ฐ๐ฎ๐ฆ๐ต๐ฉ๐ช๐ฏ๐จ ๐ธ๐ข๐ณ๐ฎ ๐ญ๐ช๐ฌ๐ฆ ๐ต๐ฉ๐ช๐ด ๐ต๐ฐ ๐ฎ๐ข๐ฌ๐ฆ ๐ช๐ต ๐ข๐ฑ๐ฑ๐ฆ๐ข๐ญ๐ช๐ฏ๐จ ๐ข๐ฏ๐ฅ ๐ฆ๐ฏ๐ต๐ฆ๐ณ๐ต๐ข๐ช๐ฏ๐ช๐ฏ๐จ. ๐๐ต ๐ฆ๐ท๐ฐ๐ญ๐ท๐ฆ๐ฅ ๐ช๐ฏ๐ต๐ฐ ๐ค๐ฉ๐ข๐ณ๐ข๐ค๐ต๐ฆ๐ณ๐ด ๐ฉ๐ข๐ท๐ช๐ฏ๐จ ๐ฃ๐ข๐ค๐ฌ๐ด๐ต๐ฐ๐ณ๐ช๐ฆ๐ด, ๐ณ๐ช๐ท๐ข๐ญ๐ณ๐ช๐ฆ๐ด, ๐ข๐ฏ๐ฅ ๐ง๐ข๐ฎ๐ช๐ญ๐ช๐ฆ๐ด.]
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 itโs for - and then room to play. โIf every detail has already been decided before you start, itโs 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 doesnโt 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. โIt'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. โMaybe 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 theyโre 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 theyโre 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

[๐๐ฃ๐ฐ๐ท๐ฆ: ๐๐ถ๐ฐ๐ญ๐ช๐ฏ๐จ๐ฐ - ๐๐ธ๐ญ & ๐๐ณ๐ช๐ฆ๐ฏ๐ฅ๐ด. ๐๐ถ๐ฐ ๐ฆ๐ท๐ฐ๐ญ๐ท๐ฆ๐ฅ ๐ง๐ณ๐ฐ๐ฎ ๐ข ๐ง๐ถ๐ฏ๐ค๐ต๐ช๐ฐ๐ฏ๐ข๐ญ ๐ฏ๐ฐ๐ต๐ช๐ง๐ช๐ค๐ข๐ต๐ช๐ฐ๐ฏ ๐ฎ๐ข๐ด๐ค๐ฐ๐ต ๐ช๐ฏ๐ต๐ฐ ๐ข๐ฏ ๐ถ๐ฏ๐ฉ๐ช๐ฏ๐จ๐ฆ๐ฅ, ๐ค๐ฉ๐ข๐ฐ๐ต๐ช๐ค ๐ฏ๐ฆ๐ถ๐ต๐ณ๐ข๐ญ ๐ค๐ฉ๐ข๐ณ๐ข๐ค๐ต๐ฆ๐ณ ๐ธ๐ช๐ต๐ฉ ๐ข ๐ฅ๐ช๐ด๐ต๐ช๐ฏ๐ค๐ต ๐ฑ๐ฆ๐ณ๐ด๐ฐ๐ฏ๐ข๐ญ๐ช๐ต๐บ. ๐๐ถ๐ฐ๐ญ๐ช๐ฏ๐จ๐ฐ ๐ธ๐ฆ๐ฏ๐ต ๐ฐ๐ฏ ๐ต๐ฐ ๐ฃ๐ถ๐ช๐ญ๐ฅ ๐ข ๐ธ๐ฉ๐ฐ๐ญ๐ฆ ๐ค๐ข๐ด๐ต ๐ฐ๐ง ๐ค๐ฉ๐ข๐ณ๐ข๐ค๐ต๐ฆ๐ณ๐ด ๐ข๐ณ๐ฐ๐ถ๐ฏ๐ฅ ๐๐ถ๐ฐ ๐ธ๐ฉ๐ฐ ๐ข๐ฑ๐ฑ๐ฆ๐ข๐ณ ๐ช๐ฏ ๐ต๐ฉ๐ฆ ๐ข๐ฑ๐ฑ, ๐ด๐ฐ๐ค๐ช๐ข๐ญ ๐ฎ๐ฆ๐ฅ๐ช๐ข ๐ข๐ฏ๐ฅ ๐ฎ๐ข๐ณ๐ฌ๐ฆ๐ต๐ช๐ฏ๐จ ๐ค๐ข๐ฎ๐ฑ๐ข๐ช๐จ๐ฏ๐ด. ๐๐ฆ๐ข๐ฅ ๐ข๐ฃ๐ฐ๐ถ๐ต ๐ฃ๐ถ๐ช๐ญ๐ฅ๐ช๐ฏ๐จ ๐ต๐ฉ๐ฆ ๐ค๐ฉ๐ข๐ณ๐ข๐ค๐ต๐ฆ๐ณ๐ด, ๐ฉ๐ฆ๐ณ๐ฆ.]
"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 RuleThe 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 canโt.
Ownability isn't necessarily something you design for directly. It comes from understanding the brand, and understanding the principles of character design and worldbuilding. Itโs 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 RuleMcDonald's
McDonaldโs 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 McDonaldโs Chinaโs nationwide Childrenโs 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.
โI didnโt want to overshadow the brand. I wanted to create something that complemented it" said Eva. "It meant keeping the core McDonaldโs 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, itโs not for every brand. It canโt 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. Itโs an investment. Get the world and characters right, and the IP takes care of itself.
What We Do
We specialise in bold visual content and brand storytelling.



