Glossary
Published:
Game Development Terms
- Game Engine
- A software framework for creating video games, providing tools and libraries for rendering graphics, playing audio, handling physics, and managing game assets.
- Game Asset
- Any resource used in game development, such as 3D models, textures, animations, sound effects, music, or scripts.
- Physics Engine
- Software that simulates physical systems (like gravity, collision detection, and rigid-body dynamics) in real time to make game objects move and interact realistically.
- Rendering
- The process of generating a 2D image or frame from the data of a 3D scene or model.
- Rasterization
- The real-time rendering technique used by most game graphics hardware, which converts 3D geometry (triangles) into pixels on the screen each frame.
- Ray Tracing
- A rendering technique that simulates the paths of light rays to produce realistic lighting, reflections, and shadows in a scene.
- Polygon
- A flat, 2D shape made of straight edges and vertices (usually a triangle or quad) that serves as the basic building block of 3D models.
- Vertex
- A point in 3D space that defines a corner of a polygon (used to build the mesh of a 3D model).
- Prefab
- A template for a game object saved as an asset, which can be reused to create multiple instances of that object.
- Game Loop
- The continuous cycle in a game application that processes input, updates the game state (logic and physics), and renders the graphics every frame.
- Frame Rate (FPS)
- The number of frames rendered and displayed per second in a game; a higher FPS generally means smoother motion.
- NPC (Non-Playable Character)
- A character in the game that is controlled by the computer rather than by a player.
- Mob
- Short for “mobile object” or “monster”, typically referring to computer-controlled creatures or enemies in a game.
- Level of Detail (LOD)
- A technique where models have multiple versions of varying complexity, and a simpler version is used when an object is far from the camera to improve performance.
Game Design Terms
- Core Gameplay
- The central actions and goals that players perform repeatedly during each play session (e.g. jumping on platforms in a platformer).
- Metagame
- All aspects of a game outside the core gameplay loop, such as progress systems, leaderboards, menus, or community activities.
- Magic Circle
- The conceptual boundary that separates the game world from reality, where real-world rules are suspended and only the game’s rules apply.
- HUD (Head-Up Display)
- On-screen 2D interface elements (like health bars, ammo counters, and minimaps) that display information to the player during gameplay.
- UI (User Interface)
- The set of on-screen controls and menus (buttons, icons, windows, etc.) through which the player interacts with the game.
- UX (User Experience)
- The overall satisfaction and ease of use that a player perceives when interacting with the game, encompassing the design of the UI and gameplay.
- Rock-Paper-Scissors
- A game design pattern where elements are divided into categories that cyclically beat one another (like rock beats scissors, scissors beat paper, and paper beats rock).
- First-Time User Experience (FTUE)
- The introductory part of a game (often a tutorial or first level) designed to teach new players the game mechanics and basics.
- Experience Points (XP)
- Points awarded to players for completing actions (like defeating enemies or completing tasks), representing progress and often used to unlock new abilities or levels.
- AAA (Triple-A)
- A term for games that have the highest budgets, production values, and development teams, typically from major publishers.
- Game Development Glossary – Stanislav Stankovic (Medium)
- What Are Assets in Game Design? – RetroStyle Games Blog
- Rasterization – Scratchapixel
- Game Engine – Wikipedia
- Physics Engine – Wikipedia
- Rendering (computer graphics) – Wikipedia
- Ray Tracing – Wikipedia
- Level of Detail – Wikipedia
- Making Modular Videogames – Recurse Center Blog