AAA (Triple-A): Games that are usually created and published by medium or large publishers; generally anything that can't be classified as "indie".
Agent: A character or object in the game that usesAI to interact with other objectsin your surroundings.
FOR: Artificial intelligence; an in-game entity whose functionality depends on computer code rather than human input.NPCsare common AI units.
Alfa: A version of the game that includes all major features and most assets. This version of a game is usually distributed internally to test for quality and bugs.
AR / VR / MR / XR:advanced/virtual/mixed/augmented reality. see ourWhat is XR? glossaryfor details.
accessory: Short for everything related to a video game - characters, objects, sound effects, maps, environments, etc.
To bake:A method of pre-processing game content and data to ensure that they load and play smoothly in real-time and do not slow down gameplay due to the large amount of processor or GPU power required.
Balance: Creating a stable and predictable gaming experience. For example, ensuring that weapons deal appropriate damage and armor absorb damage properly, as opposed to giving one weapon significantly more power than others, or making levels too difficult to happily complete. However, the unbalanced gameplay is sometimes done on purpose.
Beta:A version of the game that includes all important features and assets. This version of a game has no major bugs and is on track for code release. Beta versions are occasionally released to the public on a limited basis to report bugs and receive critical feedback.
Insect:Any development issue that makes a game uncomfortable, unstable, or unplayable in its current state.
Build up:Game development jargon for the "version" of a game. Also known as "Release" or "Release Candidate".
Certificate:certification. The process by which console manufacturers test a game's compatibility with their hardware and distribution platforms. This does not includegame testorQuality warranty.
Movie sequences/cutscenes: Segments of a game not controlled by the player. Typically, they are used to draw attention to important points in the story.
cut out: the process of pre-defining specific areas in a game where rendering will take place, thereby optimizing game performance in those selected areas.
clipping area: An area of a game optimized for rendering GameObjects and terrain.
Code: Computer languages used to create and define functionality in software. Unity uses C# (C Sharp) to program games.
Code release:The version of a game that is ready to be submitted to console manufacturers for certification.
Collision:The action of two objects coming together and touching/bumping in-game. The simple action of your playable character standing on the floor of a house requires collision parameters on both the character's feet and the floor, otherwise that character would simply fall to the floor.
Collision detection:A process that determines when and where an object "collides" with another object in the game. This is usually done with an object called a hitbox.This avoids a collision or decides which area to hit to cause a collision.
Console:A type of PC designed specifically for gaming. Examples of consoles are Sony PlayStation, Microsoft Xbox and Nintendo Switch.
Contents:Everything that makes up your game like assets, components, GameObjects and scripts.
Cross platform:Something that can work or be used on different platforms.
Cologne:Identify, isolate and reject unnecessary data in game design.
Debug:Find and fix bugs in a game. Sometimes referred to as "bug bashing".
Demonstration:A proof-of-concept version of a game, typically released to the public for promotional and/or feedback purposes.
Developer:Slang for "developer" or "development".
development: Vergame development.
Rand:The connection between two vertices an angle.
Motor: Vergame engine.
Accident:A game action that is completed by user input. When a player presses a button on their controller and the character jumps onto the screen, this is considered an event.
Feature: Any aspect of a game that contributes to its value and purpose. Mechanics, story, and level design are all considered features.
Game Design Document (GDD):A professional document created by game developers to fully define and justify the game they have created or plan to create, usually as part of their sales pitch to a publisher. The story, gameplay, characters, level design, and other integral parts of a game are defined and described in a game design document.
Game designer:One who designs the aesthetics and structure of a game. NOTE: The terms "game designer" and "game developer" are often used interchangeably, although the two roles are technically different.
Games developer:One that transforms a game design into a playable game through coding and building assets in the engine. NOTE: The terms "game designer" and "game developer" are often used interchangeably, although the two roles are technically different.
Game development:The act of creating a game; sometimes referred to as "Gamedev". The game development process often requires input from one or more game designers, artists, programmers, animators, testers, project managers, etc., although some games are created by only one or two game developers.
Game engine:Software, die onetool kitand resources for game developers to build their games professionally and efficiently.
Gold Master:A game that has met all publisher and platform requirements, includes all assets and features, and is considered ready for release.
Hit box:An invisible object created around another GameObject that determines the area where collisions with other objects occur.
Keyframe:In game development, the act of placing an asset in a self-contained action frame and capturing that moment for others to follow until there is a series of those frames to effectively convey the animation for the asset.
light card:A pre-rendered lighting system saved for ongoing use in a game.
Location:Translate a game into multiple languages.
Mechanics:The essential features, rules, and outcomes that make up the gameplay. The mechanics make the game rewarding, fun and interactive.
mesh fabric:A collection of vertices, edges, and faces that serve as the basis of a model in a video game.
Cell phone, mobile phone:A portable device with the processing power of a personal computer and real-time voice and data communication capabilities.
Mobile playback:Since you can play a mobile game almost anywhere, mobile games are one of the most popular forms of gaming in the world.
Model:A fully 3D video game asset created by adding textures and other assets to a mesh.
Multiplataform:Compatible with more than one type of hardware or operating system.
Parallax:A technique used in 2D game development where background images move at a different speed relative to their foreground counterparts during player/scene movement, creating depth and scale.
PC:Short for Personal Computer, usually referring to a desktop or laptop computer. Many gaming enthusiasts prefer PC games over console or mobile games because of the increased power and customization options.
Physical:Application of the royal laws ofphysicalin games to make movement and environmental behavior more realistic.
Pixel:The smallest building block of a screenshot; A single point of light or color that, in combination with other pixels, forms a larger image or graphic.
pixel art:A design style usually limited to 8-bit and 16-bit graphics to resemble classic arcade and console graphics as closely as possible.
game test:Play through each new version of a game to find bugs, ensure gameplay, and explore possible areas for improvement.
Polygon:A series of computer-programmed lines that form a three-dimensional (3D) object.
Support:Interactive objects in a game.
Develop prototype:Create different early versions of a game to explore different mechanics and features and decide which ones work best for the full game.
Quality Assurance (QA):Testing a game for its overall quality, which usually involves finding and fixing bugs.
Raytracing:A light rendering technique that simulates the interaction of light with objects in a game in a way that makes it ultra-realistic.
I make:The process of continuously generating and updating a 2D or 3D image through computer processing.
scripting: Another word for coding or programming; the act of writing code.
Shadow:Small programs within larger game development processes, typically used to control lighting and shadow effects.
skeleton animation: A type of computer animation that inserts a series of "bones" into a mesh, allowing the static mesh to be articulated and positioned for animation keyframing.
Sprite:Bitmap images commonly used as 2D GameObjects. In 3D, sprites often function as textures.
Ground:Anything that creates the ambience in a video game.
Texture:A visual wrapper placed around GameObjects, such as B. a character's skin.
texture mapping: The process of applying textures to GameObjects.
Roof tile:An image used to create other larger images (such as a platform) in a 2D game.
Tilemap:A system that stores and processes elements side by side to create 2D layers.
User Interface/GUI:User Interface / Graphical User Interface. On-screen menus, inventories, and other non-game interactive systems.
user experience(for game development): user experience. Ensuring a game's design and implementation is attractive and user-friendly.
Vector Graphics:A type of graphic image that uses two-dimensional dots to connect lines and curves, allowing it to be scaled and adjusted.
vertex: A point in 2D or 3D space. The joining of two vertices forms aKante.
vertical cut:A proof-of-concept piece of a game, typically made available to investors or publishers for funding and partnership opportunities.
Visual Scripting:A method of visual organization and code generation that allows developers to create and connect graphical nodes to organize various game objects, events, programs, and so on.
What are the 7 stages of game development? ›
The 7 stages of game development (Planning, Pre-production, Production, Testing, Pre-Launch, Launch and Post-production) are essential regardless of studio size and they allow the production team to stay focused and structured throughout the development process.What are the 7 game design rules? ›
- Fidelity: Will the team be solving a challenge that is NOT like the current problem? ...
- Objectives: There needs to be some kind of goal or outcome that people can work towards. ...
- Constraints: ...
- Success Criteria: ...
- Reward: ...
- Play: ...
- Competition (sometimes):
The six game elements are 1) game goals, 2) action space and narrative, 3) choices, 4) rules, 5) challenges and 6) feedback. ...What are the 6 stages of game development? ›
What Are the Main Stages of Game Development? Usually, the full game development cycle includes pre-production, production, testing, pre-launch, launch, and post-production.What are the 4 basic elements in gaming? ›
There are 4 elements of game mechanics: quantity, spatial, state, and action. The following chart defines each of them and provides some examples of each.What are the 4 components of a game? ›
Key components of games are goals, rules, challenge, and interactivity.What are the 4 game categories? ›
There are four basic types of games: invasion/territory, net/wall, striking/fielding and target. Invasion games are goal oriented and characterized by “invading” another team's half of the space or playing area. Invasion games include: lacrosse, football, hockey and the like.What are the 7 element of graphic design? ›
The elements of design are the fundamental aspects of any visual design which include shape, color, space, form, line, value, and texture.What are the 13 elements of design? ›
The elements, or principles, of visual design include Contrast, Balance, Emphasis, Movement, White Space, Proportion, Hierarchy, Repetition, Rhythm, Pattern, Unity, and Variety.What are the 8 elements of graphic design? ›
- Alignment. Making sure the elements of any design are aligned is essential. ...
- Hierarchy. ...
- Contrast. ...
- Repetition. ...
- Proximity. ...
- Balance. ...
- Color. ...
What is the game 7 stones? ›
Lagori also known as seven stones is one of the oldest and most popular game played in india. The game involves 2 teams with a ball and flat stones/wooden blocks. One team will knock down the blocks and will try to restore the pile of blocks while the other team will try to throw the ball at the opposing team.What are the 7 11 rules? ›
The first player throws the dice. If they roll a 7, an 11 or a double, the roller chooses a player to drink. If the roll is none of those, then the roller passes the dice to the left. Once a player rolls a 7, 11 or a double, they choose a player to drink.What is 6D game? ›
6D SLIDING Challenge is a new active game created by 6-Directions. It consists of six challenges performed by teams of three. Throughout the challenges, the participants will be tested in various areas of functional training.What are key elements of games? ›
There are always games that seem to break the mold or try something new, but the four key elements that have to be in every successful video game are: Gameplay. Story. Art design & graphics.What are the core pillars of a game? ›
A game's pillars are a list of around three 'core statements' created early in that game's development. You could come up with your pillars before you've started development to help narrow down the possible game you might make, or you might do this after prototyping has given you an idea you want to pursue.How are AAA games made? ›
What is an AAA game in terms of the creator? Typically, triple-A games are developed by large game publishers, such as Nintendo, Sony, or Electronic Arts. They set aside huge budgets for both development and marketing to promote a million copies around the world.What are the phases of a game? ›
What are the Stages of Game Development? A game development process typically consists of 5 main stages: pre-production, production, quality assurance, launch, and post-production maintenance.What are game stages? ›
The game stage is the third and final stage of self-development. In the game stage, children are involved in organized team activities. Children have to learn and follow established game rules, learn about what their roles are in the game, and learn what their teammates' roles are as well.What are the 10 aspects of the game and things to consider? ›
- A Goal. All good games must have a goal. ...
- A Clear Set of Rules. The basic rules to poker are easy to learn and understand. ...
- Interaction. Poker is filled with interaction. ...
- A Catch-Up Feature. ...
- Inertia. ...
- Surprise. ...
- Strategy. ...
Game theory is a study of strategic decision making. Specifically, it is "the study of mathematical models of conflict and cooperation between intelligent rational decision-makers". An alternative term suggested "as a more descriptive name for the discipline" is interactive decision theory.
What are rules in game design? ›
Rules may be defined as statements and directions that must be followed within a given game in order for it to be played correctly. They are often fixed as "rulesets," created by the game designer and agreed upon by the players. The interactions between rules create the formal system underlying any given game.What are the 3 types of games? ›
- Party games.
- Tabletop games.
- Video games.
Regardless of its destination platform or complexity, each game has a basic structure made of three sections: initialization, the game loop, and termination.What is a game structure? ›
Formal game structures are the cornerstone on which game designers build their experiences. These structures shape what the designer intends to convey and what the player hopes to takeaway. Recognizing these formal structures helps your players define their experience. The design process. Games are a technology.What is a AAAA game? ›
In the video game industry, AAA (pronounced and sometimes written triple-A) is an informal classification used to categorise games produced and distributed by a mid-sized or major publisher, which typically have higher development and marketing budgets than other tiers of games.What is AAA level game? ›
We need to start with defining what exactly a AAA game is. Triple-A games are generally classified as those which have a significant budget for production as well as marketing, and which are conventionally developed by major studios and publishers.What is AAA type game? ›
The term "AAA Games" is a classification used within the video gaming industry to signify high-budget, high-profile games that are typically produced and distributed by large, well-known publishers. These games often rank as “blockbusters” due to their extreme popularity.What are the 3 C's of graphic design? ›
The 3 Cs of Design: Consistency, Clarity & Content.What are the 12 principles of design? ›
Understanding the basics
There are twelve basic principles of design: contrast, balance, emphasis, proportion, hierarchy, repetition, rhythm, pattern, white space, movement, variety, and unity.
- Advertising design.
- Environmental design.
- Publication design.
- Motion design.
- Corporate design.
- UI design.
- Web design.
- Packaging design.
What are the 20 elements accordingly? ›
Lithium, Beryllium, Sodium, Magnesium, Aluminium, Potassium, and Calcium are metals in the first twenty elements. Hydrogen, Helium, Carbon, Nitrogen, Oxygen, Fluorine, Neon, Phosphorous, Sulphur, Chlorine, and Argon are the non-metals in the first twenty elements.What are the 10 factors of design? ›
- Fitness for Purpose: Every product is designed for a unique purpose. ...
- Materials and Finish: Before manufacturing a product, the designer must decide the material to be used. ...
- Maintenance: ...
- Efficiency: ...
- Cost Ratio: ...
- Fashion: ...
- Safety Measures: ...
- Business design.
- Enterprise design.
- Products design.
- Execution design.
Start with the six principles of design: balance, pattern, rhythm, emphasis, contrast, and unity. Just as instructional design models and methodologies shape your training strategy, so should these principles shape your basic visual strategy. By applying them, you can create high-impact visuals.What is Goliath game? ›
GOLIATH: PLAYING WITH REALITY is a 25-minute animated virtual reality experience about schizophrenia, gaming and connection. Winner of the Grand Jury Prize for Best VR Immersive Work at the 78th Venice International Film Festival (2021)What is Pittu Garam? ›
Pittu Garam (Seven Stones) is a traditional South Asian game played between two teams. The game is called Lagori in kannada. The game requires a tennis ball and set of seven stones which can be stacked up to form a small tower.What is the chakra game? ›
Chakra is a chess variant invented by Christian Freeling in 1980. The uniqueness of Chakra is owed to the invention of a new fairy piece named transmitter. Freeling considered an earlier version of the game as insignificant.What does the 11 mean in 711? ›
Where does the name 7-Eleven come from? In 1946 the name was changed to 7-Eleven to reflect new extended hours – 7am to 11pm, seven days a week.Why is it called 7 to 11? ›
It emerged with a new emphasis on food and drink, especially after the repeal of Prohibition in 1933, when beer and liquor were first offered for sale. In 1946 the stores were renamed 7-Eleven to call attention to their extended hours of operation—from 7:00 am to 11:00 pm, seven days a week.Is Big Gulp copyrighted? ›
BIG GULP Trademark of 7-Eleven, Inc. - Registration Number 4616677 - Serial Number 86183967 :: Justia Trademarks.
What is 2.5D game? ›
To put it simply, a 2.5D game is one that portrays a 3D environment while incorporating 2D gameplay. Or, a game that uses seemingly 3D gameplay but uses 2D sprites instead of 3D models. It might even come down to the perspective from which you view the game.Is 6D a thing? ›
6D is the dimension that helps analyse the energy consumption of elements in the model, so you can perform accurate simulations showing exactly how efficient your chosen light fitting will be and how long it should last. This allows for seriously informed decision-making for sustainability.What is the difference between 4D and 6D? ›
The relationship between 6D and 4D is the same as the one between 5D and 3D. They both share the same print, but differ in that one has a gloss layer and the other does not. The 6D carbon fiber (3.4mil) is the same thickness as the 5D.What is the 5 stage model? ›
These stages are commonly known as: Forming, Storming, Norming, Performing, and Adjourning. Tuckman's model explains that as the team develops maturity and ability, relationships establish, and leadership style changes to more collaborative or shared leadership.What is the 5 stage? ›
The five stages, denial, anger, bargaining, depression and acceptance are a part of the framework that makes up our learning to live with the one we lost. They are tools to help us frame and identify what we may be feeling. But they are not stops on some linear timeline in grief.What are the 3 process in coding? ›
There are usually three stages to writing a program: Coding. Compiling. Debugging.What are the 5 C's of coding? ›
that is, Consistency, Collaboration, Cognition, Conception, and Creativity.What is Step 7 in the programming process? ›
Step 7 is to debug failed test cases. We teach debugging as an application of the scientific method. Debugging will either identify a problem with the underlying algorithm (in which case students should return to Step 3), or with the translation to code (in which case students should return to Step 5).What is Nolan stage model? ›
Nolan's stages of growth model include six stages: initiation, contagion, control, integration, data administration, and maturity.What is Salmon model? ›
The stages of online or blended learning made by Prof. Gilly Salmon consists of access and motivation, online socialization, information exchange, knowledge construction, and review. It helps a lot for creating a fun and effective online learning.
What is Tuckman's model theory? ›
What Is Tuckman's Theory? Tuckman's theory was first proposed by psychologist Bruce Tuckman in 1965. It stated that teams would go through 5 stages of development: forming, storming, norming, performing and adjourning. These stages supposedly start when the group first meets and last until the project ends.What are the 16 play types? ›
Communication play can happen alongside any of the other types of play – Creative play, deep play, dramatic play, exploratory play, fantasy play, locomotor play, imaginative play, mastery play, object play, recapitulative play, role play, rough and tumble play, social play, symbolic play and socio-dramatic play.What are the 4 essential elements of a game? ›
What are the basic elements all games have in common? All games have players, objectives, a system of rules, and feedback. All these together make a game a game.What are the 9 basic stages of life? ›
- prenatal development.
- infancy and toddlerhood.
- early childhood.
- middle childhood.
- early adulthood.
- middle adulthood.
- late adulthood.
The Four Stages of Life
Life consists of infancy, youth, the middle years and old age. Each stage is an important and beautiful time of growth, learning, caring and sharing in a special and unique way.
- Infancy (neonate and up to one year age)
- Toddler ( one to five years of age)
- Childhood (three to eleven years old) - early childhood is from three to eight years old, and middle childhood is from nine to eleven years old.
- Adolescence or teenage (from 12 to 18 years old)