You may remember my review of SAVE THE CAT! -- it was billed as the last screenwriting book you'd ever need. And it, together with the two sequels, is exactly that. It's the last, but not the FIRST.
This book, World Building Tips, is for game creators and writers in all sorts of media including screenwriting, the FIRST book you'll need if you've never built a world for others to use before, but have a story burning a hole in your mind.
I was glad to see an advance copy of this book, so I can assure you that if you've no idea what you must know to create an entire world for your characters, and you've no idea how to organize what you do know about their world, this book will give you the structure in which to pigeon-hole the data you've already got. And it will show you what you ought to go research and learn.
World Building is (mostly) about understanding the world your readers live in before you attempt to cast the world in which your characters must function. Your characters will not "leap off the screen" into your customer's subconscious minds if your world building is incoherent, muddled, random, or somehow does not resonate with the real world the end-user lives in.
But where do you start? What do you need to know before you start researching for your story?
This book gives you the springboard into that life of endless research and learning lived by all the working professional writers I know (a couple thousand by now), and the people who taught me the writing craft with hands-on mentoring.
You know your story, you know your characters, and you know so much about their world that you want your customers to know it all right up front, right away, before they play in your world. That jump-up-and-down eagerness usually spoils the fun for the customer.
The trick to conveying your world's intricacies to your customer lies in how you organize and connect all the fun stuff you want them to know. What first? What next? THIS BOOK gives you a running start at getting your "first world" you build organized in your mind so that you can convey the FUN to your customer, engross them, and get them to come play with you.