Singular Programmer Logo
Game Dev Logo

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.