Game Development Terminology
cert
Certification. The process whereby console manufacturers test a game for compatibility with their hardware and distribution platforms.
code
Computer languages used for creating and defining functionality in software. Unity uses C#
DLC
Downloadable Content: Additional content available after a game's release, such as new levels, characters, or skins.
content
Everything that makes up your game, such as assets, components, GameObjects, and scripts.
FPS
First-Person Shooter: Games viewed from the main character's perspective.
FPS
Frames Per Second: Number of frames displayed each second in a game.
GDD
Game Design Document; created by game devs to define the game they plan to create; includes story, gameplay, characters, level design, and other important pieces of a game
build
Game development lingo for the "version" of a game. Also known as a "release" or "release candidate."
mobile gaming
Games developed for mobile platforms, e.g the App Store or Google Play
AAA
Games that are created and released typically by mid-size or major publishers; usally anything not classified as "indie"
HUD
Heads-Up Display: On-screen display for game stats like health, ammo, and score.
HP
Hit Points/Health Points: A measure of the player's or character's health. When it reaches zero, the character typically dies or is incapacitated.
LOD
Level of Detail: A technique to manage rendering performance by decreasing the complexity of 3D models as they move farther from the camera.
MMO
Massively Multiplayer Online: Online games where many players interact in a shared virtual world.
NPC
Non-Player Character: AI-controlled character, often supporting or opposing the player.
PVE
Player versus Environment: Players work together against computer-controlled enemies.
PVP
Player versus Player: Players compete against each other.
collision detection
Process that determines when and where an object will "collide" with another object in-game; typically done using a hitbox
QTE
Quick Time Event: Timed gameplay requiring specific button presses.
RNG
Random Number Generator: A system or algorithm used to introduce randomness in games, such as determining loot drops or enemy behavior.
RTS
Real-Time Strategy: Genre focused on real-time control of units, resources, and expanding territory.
RPG
Role-Playing Game: Genre where players assume characters, complete quests, and improve skills.
SDK
Software Development Kit: Tools to help developers create applications for a platform.
cross-platform
Something that can work or be used on different platforms
SFX
Sound Effects: Audio effects such as gunfire, footsteps, or ambient noise.
parallax
Technique used in 2D games where background images move at a different speed than foreground counterparts, creating depth and scale
game development
The act of creating a game; sometimes referred to as "gamedev."
mesh
a collection of vertices, edges, and faces that act as the foundation of a model in a video game
polygon
a computer-programmed series of lines that form a three-dimensional (3D) object
pixel art
a design style that is typically limited to 8 and 16-bit graphics in order to closely match classic arcade and console graphics
model
a fully 3D asset in a video game that is created by adding textures and other features to a mesh
beta
a game version that contains all major features and assets; usually a limited release to public for bug reporting and feedback
mobile
a handheld device with the computing power of a personal computer and features for real-time voice and data communications
visual scripting
a method of organizing and generating code visually, where developers can create and connect graphical nodes to organize different objects, events, programs, etc.
baking
a method of preprocessing of game assets and data to ensure they load and perform well in real-time
vertex
a point in 2D or 3D space. Joining two vertices together forms an edge
lightmap
a pre-rendered lighting system that is stored for continual use in a game.
vertical slice
a proof-of-concept portion of a game, typically given to investors or publishers for a chance at receiving funding and partnerships.
demo
a proof-of-concept version of a game, typically released for promotional or feedback purposes
flow
a psychological state of effortlessness, in which you become completely absorbed in what you're doing and time seems to pass quickly
tilemap
a system that stores and handles tile assets for creating 2D levels
skeletal animation
a type of computer animation that puts a set of "bones" inside a mesh, allowing it to be articulated and posed for animation
vector
a type of graphic image that uses two-dimensional points to connect lines and curves, allowing it to be scaled and customized.
texture
a visual wrapping placed around GameObjects, such as the skin on a character
multiplatform
able to work on more than one system; able to work with more than one type of equipment
cinematics
also known as cutscenes; segments of the game not controlled by player; used to draw attention to major story points
tile
an image that is used to create other, bigger images (such as a platform) in a 2D game
hitbox
an invisible object created around another GameObject that determines the area where collisions with other objects with occur
scripting
another word for coding or programming; the act of writing code
bug
any development issue that makes a game unenjoyable, unstable, or unplayable in its current state.
terrain
anything that creates the environment in a video game
AR
augmented reality, an interactive experience of a real-world environment
sprite
bitmap images, often used as 2D game objects. In 3D, they generally function as textures.
retailers
businesses that sell games directly to final consumers; includes brick-and-mortar stores and online stores.
balance
creating a stable and predictable gaming experience by adjusting difficulty or fairness, to keep players from becoming anxious or bored
prototyping
creating different early version of a game to explore different mechanics and features to decide which will be best for the full game
debug
finding and removing bugs in a game. Sometimes referred to as "bug-bashing."
GUI
graphical user interface. Menus, inventories, and other non-game interactive systems on-screen. (Also known as UI)
prop
interactive objects in a game
MR
mixed reality, blends real-world environment with digitally-created content, both environments can exist and interact with each other.
game designer
one who designs the aesthetic and structure of a game
game developer
one who turns a game design into a playable game through coding and asset creation
PC
personal computer; a desktop or laptop; may have increased performance or customization options over consoles
playtesting
playing through each new build of a game in order to find bugs, ensure game flow, and identify opportunities for improvement
QA
quality assurance; testing a game for overall quality, including finding and eliminating bugs
distributor
responsible for supplying the game to the market; involved in assisting with advertising and promotion of the game.
asset
shorthand for anything that goes into a video game -- characters, objects, sound effects, maps, environments, etc.
dev
slang for "developer" or "development"
shaders
small scripts that let you control lighting and shadow effects
game engine
software that offers tools and features to game developers in order to build their games professionally and efficiently.
render
the act of continuously generating and refreshing a 2D or 3D image through computer processing
edge
the connection between two vertices of an angle
consumers
the customers that purchase and play the games
aesthetics
the emotional response that a player experiences when playing a game
mechanics
the essential functions, rules, and outcomes that create gameplay
dynamics
the game play which includes all actions, experiences, and strategies that players have in a game
texture mapping
the process of applying textures to GameObjects
pixel
the smallest building-block of a screen image; a single point of light or color
localization
translating a game into multiple languages
UX
user experience; ensuring that the design and implementation of a game is pleasing and user-friendly
physics
utilizing real-life laws of physics in games to make movement and environmental behaviors more realistic
VR
virtual reality, replaces reality with digital images
event
A game action that is completed through user input
gold master
A game that has met all publisher and platform requirements, includes all assets and features, considered ready to launch.
alpha
A game version that contains all major features and most assets, usually tested internally for quality and bugs.
MDA Framework
A tool for analyzing games by defining their Mechanics (rules and concepts), Dynamics (runtime behavior of game and players), and Aesthetics (emotional responses in player)
console
A type of personal computer specifically built for gaming. Playstation, Xbox, and Switch are examples. (Or in your game engine, the window that shows debugging messages is also called the "console".)
collision
Action of two objects coming together and touching/striking one another in-game.
clipping region
An area of a game that is optimized for rendering objects and terrain
agent
An in-game character or object that uses AI to interact with other objects in its environment.
feature
Any aspect of a game that creates its value and purpose; includes mechanics, story, and level design.
API
Application Programming Interface: Tools and protocols for building software applications.
AI
Artificial intelligence; an in-game entity whose functionality is dependent on computer code rather than human input. (NPCs)
culling
The detection, isolation, and rejection of any unnecessary data in game design
clipping
The process of predefining certain areas in a game in which rendering occurs
ray tracing
The technique for adding light and shadows to a 3D image
code release
The version of a game that is ready to be sent to console manufacturers for certification
publisher
They work with developers to finance, prepare, and issue the finished product. They have a voice in development decisions to maximize sales, as well as examine market trends and strategies.
TPS
Third-Person Shooter: Games viewed from a fixed camera behind the main character.
keyframing
Using a computer to generate all necessary intermediate frames so that they do not have to be provided by a human animator
