Glossary

Here is a glossary of terminology used on this website.

L

Landmark

Relevant to level design.

An artificial or natural feature that distinguishes itself from its environment.

Language

Fictional language

Relevant to output system.

A language developed specifically for a game, book, or movie.

Last stand

Relevant to gameplay.

A circumstance in which the player character is prone, injured, and has a limited opportunity to score before ultimately perishing.

Layout

Relevant to level design.

A two-dimensional drawing of a level from a top-down perspective.

An example of a basic layout for a multiplayer level in a first-person shooter.

Lens dirt

Relevant to output system.

A post-processing effect that imitates particles of dirt on the player camera.

Lens flare

Relevant to output system.

A post-processing effect that simulates the light in form of rings and circles which appear on the screen when a bright light source hits the player camera.

Letterbox

Relevant to accessibility.

A partially transparent or opaque box with a black background on which subtitles are presented. The letterbox ensures excellent subtitles readability, regardless of the brightness behind the letterbox.

Level

Relevant to level design.

A part of a game world, where gameplay takes place. In strategy games, it is commonly referred to as a map.

Special level

Relevant to level design.

A level that possesses distinctive characteristics that set it apart from other levels. Players may need to complete a specific objective in order to gain access to that level.

Test level

Relevant to level design.

A temporary level that solely exists to evaluate gameplay mechanics during the production phase of development.

Level design

Relevant to level design.

The process of creating the game world.

Level flow

Relevant to level design.

The sequence in which the events occur within a game world.

Level of detail (LOD)

Relevant to level design.

The complexity of a 3D asset representation.

Leveling up

Relevant to rewards.

A gameplay mechanic in which a player enhances the statistics of his character by acquiring virtual experience.

Light gun

Relevant to control system.

An input device resembling a gun.

List box

Relevant to output system.

A graphical element that enables players to select one or multiple options from a list of items.

List builder

Relevant to output system.

A graphical element that enables players to transfer items between list boxes.

An example of a list builder in This War of Mine.

Credit: 11 bit studios S.A.. Screenshot captured by the author.

Life

Relevant to rewards.

A reward that signifies a single attempt during gameplay.

Loading game states

Relevant to accessibility.

A function that enables the loading of game states.

Location

Relevant to level design.

A place within a specific level, where the narrative unfolds. This can be, for instance, a particular:

  • Area.
  • District.
  • Structure, such as a building.
  • Room.

Starting location

Relevant to level design.

A location where players are spawned upon entering a level.

Lone wolf

Relevant to gameplay.

A player who plays without being part of a team.

Looting

Relevant to gameplay.

A gameplay mechanic in which a player engages in a robbery.

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