Glossary

Here is a glossary of terminology used on this website.

B

Backing up files

Relevant to development.

To make a copy of computer data.

Backtracking¹

Relevant to level design.

To return along a path in the game world that the player has previously traversed.

Backtracking²

Relevant to output system.

To navigate back in the menu options in order to approach the root of the menu.

Backup solution

Relevant to development.

A technical solution for backing up computer information.

Balancing

Relevant to development.

Modifying values in the source code to achieve a specific user experience.

Ballistic curve

Relevant to gameplay.

The trajectory of a projectile influenced by various forces, including gravity, drag force, and wind.

Ballistic model

Relevant to gameplay.

A mathematical model that depicts the behavior of a projectile during its flight.

Bark

Relevant to output system.

A short sharp tone of speech or utterance.

Base

Relevant to level design.

A permanent installation that provides shelter for personnel and equipment.

Beginner

Relevant to business.

A player with limited or no prior gaming experience.

Blockout

Relevant to level design.

A level from a game, constructed using objects with basic geometric shapes, with the intention of demonstrating that the gameplay feels appropriate.

An example of a blockout, using the car in the bottom right corner as a reference point.

The image below depicts the completed level.

Bloom

Relevant to output system.

A slight blurring of light sources to create an aura around them.

Blueprint

Relevant to level design.

A two-dimensional drawing that offers a comprehensive visual depiction of a real-world building.

Body language

Relevant to story.

The character‘s actions or gestures that convey his emotions to the players without verbal communication.

Body of water

Relevant to level design.

Any substantial accumulation of water, whether stationary or in motion, such as:

  • Pond.
  • Lake.
  • Sea.
  • Ocean.
  • Canal.
  • Stream.
  • River.

Boss

Relevant to level design.

A non-player character presenting a significant challenge.

Boss fight

Relevant to level design.

A confrontation between the player and a boss.

Brainstorming

Relevant to development.

A collaborative effort in which a team of game designers convene to propose numerous concepts for potential development.

Brand awareness

Relevant to business.

The degree to which consumers recognize a brand.

Brand strength

Relevant to business.

The effectiveness of a brand’s performance in comparison to its competitors.

Relevant to output system.

A text path displayed on the screen that represents the current position in a menu structure of a game.

Budget

Relevant to business.

The funds allocated to the game developer for game development.

Bug

Relevant to development.

An error in the source code of a game.

Fixing bugs

Relevant to development.

The act of correcting errors in the source code of a game.

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