Glossary Terms : Design The Game
AAA
Games that are created and released by mid size to large sized publishers.
Achievement
A reward for accomplishing a certain level or completing a defined in game goal.
Action Games
Action games emphasize physical challenges, including hand-eye coordination and reaction-time. Players engage in combat, navigate environments, and overcome obstacles. Popular subgenres include platformers, beat 'em ups, and hack-and-slash games.
Ad Monetization
Generating revenue by showing players advertisements, often in exchange for in-game rewards.
Adventure Games
Adventure games focus on storytelling, exploration, and puzzle-solving. Players interact with characters and objects in a detailed world, often uncovering a deep narrative. This genre includes point-and-click adventures and visual novels.
Aesthetics
The overall sensory experience and artistic appeal of a game, encompassing its visual style, sound, narrative tone, and thematic elements. It refers to how the game looks, sounds, and feels to the player, contributing to its unique identity.
Agile Development
A software development practice that strives to take uncertainties into the equation of software development. Learnings from these uncertainties and the ability to adapt to change are embraced as a normal part of modern software development. Agile methodology actually encompasses a collection of different techniques such as SCRUM, User Stories, Time-boxing and other techniques.
Alpha
A pre-release version of a game that is considered as feature complete or near feature complete. It is often circulated around a development team for testing and quality features. Issues and bugs may still be common at this release stage.
Art Style
The distinctive visual aesthetic and thematic choices that define a game's graphical presentation. This includes everything from character models and environmental textures to color palettes and lighting.
Artificial Intelligence (AI)
An in-game entity whose actions and functionality are dependent upon the computer code parameters. NPCs or Non Player Characters are often used as an example of AI as the have a set of instructions to follow.
Asset
Shorthand word for any content that is added to a game such as Audio, Art, Characters, etc.
Average Revenue Per Daily Active User (ARPDAU)
The amount of revenue brought into your game or application averaged across your entire DAU volume.
Battle Pass
A specific type of season pass where players earn rewards by completing tiers of challenges.
Beta
A pre-release version of a game that is considered feature and art complete. Meaning all features and art assets are added. At this stage the release is being tested for issues before the full finalized public release.
Boss
A powerful enemy character in a game, often found at the end of a level or area. Defeating a boss usually marks a significant milestone in the game's progression.
Bug
A development term to represent an undesired flaw or outcome within the app or game.
Build
A development term that represents a final packaged version of a game that can be installed onto a device. Often represented by a string identifier or a version number. Can also be referred to as a release.
Buildables
A game mechanic that allows users to combine multiple lower valued items into one item of a higher value.
Bullet Hell
A subgenre of shooters where players must navigate through a screen filled with a high density of enemy projectiles. The focus is on precise movement and dodging. Games like Touhou Project are iconic in this genre.
Casino Genre
Casino games are ones that replicate the game play found within live casinos. Think of games such as blackjack, poker, roulette or slots. A game in this genre has a concept of currency, betting and most importantly, the possibility of winning big.
Character Customization
Allowing players to alter the appearance, equipment, and abilities of their characters. Customization enhances player investment and personalizes the gaming experience.
Cheat
A routine used to bypass normal requirements for a given feature or process. Cheats are often needed to help speed development testing and validation of a feature that has in depth and complex requirements for success.
Checkpoint
A designated location in a game where the player's progress is automatically saved. If the player dies, they will restart from the last checkpoint.
Collectables
A game mechanic that enables the user to collect similar items into a defined collection. Generally only 1 of each defined item is allowed in the collection. Often games will add on to the collectable mechanic by allowing their users to exchange a finished collection for some sort of reward or status.
Collision
A term that represents the state when two game objects come into contact with each other. Such as a game character running into a tree or another character. In fact a character standing still on the ground represents an active "collision" state between the character and the ground.
Combo Systems
Sequences of actions or attacks that, when performed correctly, deal more damage or provide bonuses. Combo systems encourage skillful play and mastery of mechanics.
Concurrency
The total number of users an app or feature can support at any given moment. Servers are often measured in concurrency for how much traffic they are able to handle at a given time.
Console
A personal computing device built specifically for gaming. Microsoft XBox, Nintendo Switch and Sony PlayStation are 3 examples of the largest console devices available today.
Consumable
A game mechanic that represents the ability for a user to trade in an item in exchange for some aspect of game play. For example, to access a new level a user might first have to obtain a key to unlock that level. When the level is unlocked the key becomes used and cannot be used again.
Cooperative Play
A mode where players work together towards common goals. Cooperative play fosters teamwork and can create a more social gaming experience.
Copywriting
The words and text of a particular storyline, feature or element of your application.
Cosmetic Items
In-game goods that change a character's appearance without affecting gameplay, such as skins or emotes.
Cover System
The ability for players to take cover behind objects to protect themselves from enemy attacks. This is often used in shooters to add a tactical layer to combat.
Crafting
Combining various items or materials to create new items. Crafting systems often require specific recipes and add a layer of strategy to gameplay.
Cross-Platform
A game or feature that works across different devices or player platforms. For example, a feature that players can interact with regardless of whether they are playing on an iPhone or a Nintendo Switch.
Crowdfunding
Raising money for game development from a large number of people, often through platforms like Kickstarter.
Cut Scene
A cut scene is a mechanism that pauses the active game play or story line to deliver a short sequence. Within game development, the most effective cut scenes are ones which add the story such as setting up a task, providing background information, etc.
Cutscene
A non-interactive, pre-rendered or real-time sequence in a game used to advance the story. Cutscenes provide narrative information and character development.
Daily Active Users (DAU)
The number of unique users that interact with your game or application within a 24 hour period.
Day/Night Cycle
A routine where time in the game world passes, affecting gameplay. For example, certain events or enemies might only appear at night, while others are active during the day.
Dialogue Trees
A branching system of conversation options that players can choose from. Dialogue choices can affect relationships, story outcomes, and character development.
Difficulty Curve
The rate at which the challenge level of a game increases over time, typically designed to match a player's developing skill. A well-designed curve keeps players engaged without being too easy or frustratingly hard.
Downloadable Content (DLC)
Additional content for a game, such as new levels, characters, or story expansions, often sold separately.
Dynamic Events
Spontaneous or triggered events that occur within the game world, adding unpredictability and excitement. These can include ambushes, natural disasters, or NPC interactions.
Easter Egg
A hidden message, image, or feature within a game. Easter eggs are often included as a fun surprise for players to discover.
Educational Games
Educational games aim to teach players specific skills or knowledge. They combine gameplay with educational content, making learning interactive and engaging. Examples include Math Blaster and Typing of the Dead.
Emergent Gameplay
Complex and often unforeseen gameplay situations or strategies that arise from the interaction of a game's fundamental rules and systems. It allows for creative problem-solving and unique player experiences not explicitly designed by developers.
Environmental Hazards
Obstacles within the game world that pose a threat to the player, such as traps, falling rocks, or poisonous gas. Environmental hazards add challenge and require careful navigation.
Experience Points (XP)
Points earned by players through completing tasks, defeating enemies, or progressing in the game. XP is often used to level up characters, unlocking new abilities or improving stats.
Fast Travel
A mechanic that allows players to quickly move between discovered locations. Fast travel saves time and makes exploration more convenient.
Fighting Games
Fighting games focus on one-on-one combat between characters with unique moves and abilities. Players engage in fast-paced battles, mastering combos and counters. Popular examples include Street Fighter and Mortal Kombat.
First Person Shooter (FPS)
First Person Shooters are games that change the users perspective. Instead of watching their character move around a level or world, the gaming viewport is changed so that the user is actually seeing what their character would see. The user interacts with the 3D world as if they were really inside it.
First-Person Shooter (FPS)
FPS games are centered around gun-based combat from a first-person perspective. Players navigate 3D environments, often completing objectives while engaging in combat. Iconic FPS games include Doom and Call of Duty.
Flow State
A mental state of complete immersion and focused enjoyment experienced by players when a game's challenge perfectly matches their skill level. In this state, players often lose track of time and feel deeply engaged.
Free-to-Play (F2P)
A business model where players can access and play a game without an initial purchase.
Freemium
A hybrid model combining free access with paid features or content, often a synonym for F2P.
Gacha
A monetization mechanic, similar to a lottery or slot machine, where players spend currency to receive random items.
Game Balancing
The process of adjusting game mechanics, difficulty, and rewards to ensure a fair, challenging, and enjoyable experience for players. This involves fine-tuning various elements to prevent any single strategy or option from becoming overwhelmingly dominant.
Game Design Document (GDD)
A comprehensive and evolving blueprint that outlines all core elements of a game, including its mechanics, story, art style, and target audience. It serves as a central reference for the entire development team.
Game Economy
The system governing how players acquire and spend virtual currencies and resources. This includes everything from in-game currency to virtual items and their value.
Game Engine
The foundational software framework used to create video games. It provides tools for rendering graphics, handling physics, and managing user input.
Game Feel
The intangible sensation of responsiveness, tactility, and overall polish that a game provides to the player. It encompasses subtle feedback mechanisms like visual effects, sound, and controller vibrations.
Game Loop
The continuous cycle of a game that handles processing user input, updating the game state, and rendering the next frame. The game loop is the core of any game's code.
Game Mechanic
An in game feature or framework that achieves a defined goal. A game is made up of a collection of game mechanics sprinkled across the core game storyline. An example of a game mechanic could be an achievement system where users perform actions within the game to achieve a reward.
Game Narrative
The overarching story, lore, and progression of events within a game that provides context and meaning to player actions. It can be explicit through dialogue and cutscenes, or implicit through environmental storytelling.
Game World
The comprehensive environment, setting, and all interactive elements within a game that players can explore and influence. It defines the physical space, lore, and rules governing player interaction.
Grinding
The repetitive action of performing tasks to earn in-game currency or items, a key part of many monetization loops.
Hard Currency
Premium virtual currency bought with real money, used for high-value items or speed-ups.
Heads-Up Display (HUD)
The graphical interface overlaid on the screen that provides the player with important information. This includes health bars, mini-maps, and ammunition counters.
Health Points (HP)
A measure of a character's vitality. When a character's HP reaches zero, they usually die or get knocked out, requiring healing or respawn.
Hitbox
An invisible shape, typically a box or a sphere, used to detect collisions and player attacks. Hitboxes determine when a character takes damage or an attack lands.
Horror Games
Horror games aim to scare and unsettle players through atmosphere, story, and gameplay. This genre includes survival horror, where players manage limited resources to survive, and psychological horror, which focuses on disturbing and eerie experiences.
Idle/Incremental
Idle games, also known as incremental games, require minimal player interaction. Players make decisions to automate processes and gradually increase resources or progress. Popular examples include Cookie Clicker and Clicker Heroes.
In-App Purchase (IAP)
Any transaction made within a game, such as buying virtual currency or cosmetic items.
Inventory System
A system for managing items that players collect. Inventory systems often include limits on how much players can carry, adding strategic decision-making about what to keep and what to discard.
Juice
A term used to describe the collection of small, satisfying visual and auditory feedback elements that make a game feel more responsive and impactful. This includes particle effects, screen shake, squash and stretch animations, and punchy sound effects.
Level Design
The process of creating and shaping a game's environments, stages, and levels. Level designers focus on creating engaging spaces that guide the player and present challenges.
Leveling Up
A mechanic where characters gain levels by accumulating XP. Each level typically provides stat increases or new abilities, making the character stronger.
Loot Box
A virtual container that holds a randomized selection of in-game items, often bought with real money.
Ludonarrative Dissonance
A conflict that arises when a game's story or themes are inconsistent with its gameplay mechanics. For example, a heroic character performing morally questionable actions for gameplay reasons.
Massively Multiplayer Online (MMO)
MMOs involve large numbers of players interacting in a persistent online world. These games often feature cooperative and competitive elements, with players forming communities and engaging in large-scale activities. World of Warcraft is a well-known MMO.
Microtransactions
Small-scale IAPs for virtual goods or services, often costing just a few dollars or cents.
Mini-Games
Small, optional games within the main game that provide a break from the primary gameplay. Mini-games can offer rewards or simply be a fun diversion.
Monthly Active Users (MAU)
The number of unique users that interact with your game or application within a 30 day period.
Moral Choices
Decisions that affect the game's story and characters based on ethical or moral considerations. These choices often lead to different endings or story branches, adding replay value.
Multiplayer
A game mode that allows two or more players to play together. This can be either online or on the same console.
Multiplayer Online Battle Arena (MOBA)
MOBA games are team-based and involve players controlling characters with unique abilities to compete against another team, usually aiming to destroy the enemy's base. Dota 2 and League of Legends are key titles in this genre.
Net Promoter Score (NPS)
Net Promoter Score. A score which measures a users likelihood of recommending your game or application to others, such as family, friends and co-workers.
Non-Player Character (NPC)
A character in a game that is not controlled by a human player. NPCs are often used to advance the plot, give quests, or populate the game world.
Party Games
Party games are designed for multiplayer fun, often featuring a collection of mini-games. They are typically easy to pick up and play, making them ideal for social gatherings. Mario Party is a well-known series in this genre.
Pathfinding
An algorithm used to determine the shortest and most efficient route for an NPC to travel between two points. This allows AI-controlled characters to navigate the game world.
Pay-to-Progress
A monetization strategy where players can spend money to accelerate their progression through the game.
Pay-to-Win (P2W)
A model where players can gain a significant gameplay advantage by spending real money.
Permadeath
A mechanic where characters die permanently when their HP reaches zero. This adds a high level of risk and consequences to gameplay, often seen in roguelikes.
Physics-Based Mechanics
Gameplay elements that rely on realistic physics, such as gravity, momentum, and collisions. These mechanics can create immersive and dynamic interactions within the game world.
Platformers
Platformers involve navigating a character through levels filled with obstacles and enemies, often by jumping between platforms. Classic examples include Super Mario Bros. and Sonic the Hedgehog.
Play-to-Earn (P2E)
A game model that allows players to earn real-world value, often through cryptocurrency or NFTs, by playing.
Player Agency
The degree to which a player can meaningfully influence the game world and its outcomes through their choices and actions. It empowers players to feel like their decisions truly matter within the game's narrative or systems.
Player vs. Player (pvp)
Competitive gameplay where players face off against each other. PvP can occur in dedicated arenas or integrated into the game world.
Playtesting
The systematic process of observing players interacting with a game to identify usability issues, design flaws, and areas for improvement. It is crucial for gathering unbiased feedback on gameplay, difficulty, and overall enjoyment.
Post-Mortem
A detailed analysis conducted after a game's release to evaluate the development process, successes, failures, and lessons learned. It helps teams improve future projects by understanding what went well and what could have been done better.
Premium Access
A traditional business model where players purchase the game upfront to access all content.
Procedural Generation
Content created algorithmically rather than manually. This can lead to unique and unpredictable game worlds, enhancing replayability.
Progression System
The framework within a game that tracks and rewards a player's advancement, offering new abilities, content, or customization options. It provides a sense of growth and long-term goals for players to pursue.
Prototyping
The rapid creation of simplified, experimental versions of game mechanics or features to test ideas and gather feedback quickly. This iterative process helps designers validate concepts before committing significant resources to full development.
Puzzle Games
Puzzle games challenge players with problems to solve, often requiring logic, pattern recognition, or spatial awareness. This genre includes classic games like Tetris, as well as modern mobile hits like Candy Crush Saga.
Puzzle Genre
Puzzle games are ones that are designed to get the user to work out logic problems. Match 3 is a very common game type in this genre. Puzzle games often have pre-defined levels that the user has to progress through with each level getting more and more difficult.
Puzzle Solving
Challenges that require players to think critically and solve problems to progress. Puzzles can involve logic, pattern recognition, or physical manipulation of game elements.
Quest Log
A menu or journal that tracks the player's active and completed missions and quests. It serves as a reminder of the player's current objectives.
Quest System
Structured tasks given to players to complete, often involving objectives like defeating enemies, collecting items, or exploring areas. Quests provide direction and goals within the game.
Racing Games
Racing games put players behind the wheel of various vehicles, competing in races or time trials. They can range from realistic simulators to arcade-style racers with exaggerated physics and high speeds.
Real-Time Combat
Combat that occurs in real-time, requiring quick reflexes and fast decision-making. It emphasizes player skill and timing.
Rendering
The process of generating a 2D or 3D image from a game's data. This includes drawing all the textures, models, and visual effects on the screen.
Resource Management
Players must manage limited resources such as money, ammo, or materials. This mechanic adds strategic depth, as players must decide how to allocate resources efficiently.
Rhythm Games
Rhythm games challenge players to match their actions to a musical beat, often using specialized controllers. This genre includes dance games like Dance Dance Revolution and instrument-based games like Guitar Hero.
Roguelike
Roguelike games feature procedurally generated levels, permadeath, and turn-based gameplay. Each playthrough is unique, providing a high level of challenge and replayability. Classic roguelikes include NetHack and modern examples like The Binding of Isaac.
Role-Playing Games (RPGs)
RPGs involve character development through leveling up, acquiring skills, and improving stats. Players often engage in quests, explore expansive worlds, and interact with a diverse cast of characters. Subgenres include Japanese RPGs (JRPGs) and Western RPGs (WRPGs).
Sandbox
A type of game design that provides a large, open world for players to explore with minimal restrictions. Players are free to create their own goals and experiences.
Sandbox Games
Sandbox games offer players an open world to explore and interact with, often with no set objectives. Players can create, modify, and destroy the game environment, fostering creativity and experimentation. Minecraft is a quintessential sandbox game.
Sandbox Mode
A gameplay mode where players have the freedom to explore and interact with the game world without strict objectives. Sandbox modes encourage creativity and experimentation.
Season Pass
A time-limited purchase that grants players access to exclusive content and rewards as they play.
Shoot 'em Up (shmup)
Shoot 'em up games involve controlling a character or vehicle that must shoot numerous enemies while dodging their attacks. The focus is on reflexes and pattern recognition. Classic shoot 'em up games include Galaga and modern titles like Ikaruga.
Simulation Games
Simulation games mimic real-world activities, allowing players to control and manage systems. This genre includes life simulations (e.g., The Sims), business simulations, and vehicle simulations (e.g., flight simulators).
Skill Trees
Branching paths of abilities and skills that players can unlock as they progress. Skill trees allow for customization and specialization of characters.
Soft Currency
In-game currency earned through gameplay, used for common items or progression.
Sound Design
The deliberate creation and implementation of all auditory elements in a game, including music, sound effects, and voice acting. Effective sound design enhances immersion, provides feedback, and communicates important information to the player.
Spawning
The act of a new character, object, or enemy appearing in the game world. This is a common method for populating levels with enemies or items.
Sports Games
Sports games simulate the practice of sports, from team-based games like football and basketball to individual sports like golf and skateboarding. They often strive for realism, including accurate representations of teams, players, and leagues.
Stealth
A mechanic where players avoid detection by enemies. Stealth gameplay often involves sneaking, hiding, and using distractions to bypass enemies.
Stealth Games
Stealth games emphasize avoiding detection and completing objectives covertly. Players often use stealth mechanics like hiding, silent takedowns, and distractions to navigate through levels. Metal Gear Solid and Hitman are prominent examples.
Strategy Games
Strategy games require players to plan and execute tactics to achieve objectives. This genre includes real-time strategy (RTS) games, turn-based strategy (TBS) games, and 4X games (eXplore, eXpand, eXploit, and eXterminate).
Subscription
A recurring payment model that grants players continuous access to the game and exclusive benefits.
Survival Games
Survival games focus on resource management and staying alive in a hostile environment. Players gather resources, craft items, and fend off threats like hunger, weather, and enemies. Notable survival games include Don't Starve and Subnautica.
Third-Person Shooter
Similar to FPS games, third-person shooters involve gun-based combat but from an over-the-shoulder perspective. This allows for a greater view of the character and surroundings. Notable examples include Gears of War and Uncharted.
Time Manipulation
Mechanics that allow players to control time, such as slowing down, pausing, or rewinding. This can be used for solving puzzles, avoiding danger, or gaining a tactical advantage in combat.
Tower Defense
Tower defense games involve defending a base or territory from waves of enemies by placing defensive structures. Players strategically position towers to stop or slow down enemies, often upgrading their defenses as the game progresses.
Turn-Based Combat
Players and enemies take turns to perform actions. This mechanic allows for strategic planning and thoughtful decision-making during battles.
User Interface (UI)
The visual elements of a game through which a player interacts with the game world. This includes menus, buttons, and on-screen information.
Vertical Slice
A fully polished, playable segment of a game that showcases its core gameplay, art style, and technical features. It demonstrates the game's potential and often serves as a proof-of-concept for investors or publishers.
Virtual Currency
A form of in-game money used to purchase items, often bought with real-world currency.
Visual Novel
Visual novels are narrative-driven games featuring static graphics, often in an anime style. Players read through text and make choices that affect the story's outcome. Popular visual novels include Ace Attorney and Doki Doki Literature Club.
Weather Systems
Dynamic weather that can affect gameplay, such as rain making surfaces slippery or fog reducing visibility. Weather systems add realism and variety to the game world.
Whales
Players who spend a very large amount of money on a game.