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
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.