Game Development Terminology

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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


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