29 October 2025
Ever stepped into a game and thought, "Wow, this feels real"? Maybe it was the crumbling ruins in an ancient city, the way characters interacted with their environment, or even how the weather shifted during your journey. That sense of immersion doesn't just happen by accident—it's built on a ton of research.
Game studios are like digital archaeologists, scientists, and artists rolled into one. They don’t just create worlds; they build them with layers of history, culture, geography, and emotion. But how exactly do they do that?
Grab a snack and settle in—because we’re diving into how game studios research to build realistic worlds that feel just as alive as our own.

Realistic worlds pull players in emotionally and mentally. They let you feel like you’re actually living in that moment—whether it’s roaming through a dystopian wasteland, navigating a medieval kingdom, or flying across alien planets.
And to create that level of detail, game developers have to do their homework. A lot of it.
At this stage, teams ask big questions like:
- What kind of world are we building?
- Is it Earth-based? Fantasy? Sci-fi? Historical?
- What emotions should the world evoke?
They brainstorm influences, create mood boards, and compile references from books, movies, and even architecture or urban planning. Think of it like writing the setting for a novel—you need to know the vibe before you build the structure.

If the game is set in a real-world time period (even loosely), the studio studies everything from clothing to speech patterns, food, politics, and even religion.
Historical games like Assassin’s Creed are famous for this. Ubisoft literally hired historians and cultural consultants to ensure they captured cities like Florence, London, and Ancient Egypt accurately. Not just the buildings—but the lifestyles and attitudes of those times.
They take:
- Photos
- Video footage
- Drone flyovers
- Audio samples (birds chirping, water streams, wind through trees)
These are then imported into the game engine and used as references to create lifelike environments.
Depending on the game’s genre and setting, studios may work with:
- Historians
- Military advisors
- Weapon specialists
- Architects
- Scientists
- Anthropologists
These experts make sure the world isn’t just pretty—it’s accurate. For example, in a war game, devs want the recoil of a rifle to feel real. In a fantasy RPG, they may bring in linguists to create entire fictional languages (yeah, that’s a thing).
Game studios study how humans act, talk, and move. They use:
- Motion capture (mo-cap)
- Facial scanning
- Voice actors
- Interviews with real people in similar roles (e.g., soldiers, medics, criminals)
These are layered onto characters to make them feel alive. NPCs (non-playable characters) don’t just stand around like mannequins anymore. They interact, react, and live their own little lives inside the game.
- Gravity and weight
- Weather systems
- Destruction (like collapsing buildings or breaking glass)
- Water dynamics
- Light and shadow behavior
Game engines like Unreal and Unity help with this, but devs still spend countless hours tweaking and testing to make sure the world behaves as expected.
Studios regularly playtest their games with internal teams and even external players. They ask:
- Does the world feel believable?
- Are there inconsistencies?
- Does the environment support gameplay?
They use this feedback to tweak textures, sounds, lighting, and even minor design elements like signage or terrain.
This part often happens right up until the game ships. That’s how dedicated these teams are to getting it right.
They’re part historians, part scientists, part magicians. They blend cold hard facts with imagination to create experiences that move us, challenge us, and stick with us for years.
So the next time you're admiring a sunset on a digital mountaintop or wandering through a bustling city in a game—just remember the blood, sweat, and Google searches that went into making it feel so real.
all images in this post were generated using AI tools
Category:
Realism In GamesAuthor:
 
        Lana Johnson