Glossary
Here is a glossary of terminology used on this website.
P
Pay to win
Relevant to business.
A scenario in a game in which players who pay actual money obtain a substantial advantage over those players who do not make any financial investments.
Pipeline
Relevant to development.
The series of procedures employed to transform an idea into a completed game.
Placeholder
Relevant to level design.
An element, that is utilized to allocate space for content, such as 2D or 3D assets, that will appear in a game at a later time.
Plagiarism
Relevant to business.
Presenting another individual’s ideas or work as your own.
Planner
Relevant to development.
A software application utilized for personal or collaborative planning.
Player
Relevant to business.
A person who takes part in a game by using one or more input devices to provide inputs.
Casual player
Relevant to business.
A player with limited gaming experience.
Novice player
Relevant to business.
A player with no gaming experience.
Hardcore player
Relevant to business.
A player with extensive gaming experience.
Player camera
Relevant to output system.
See Camera.
Player character
Relevant to gameplay.
A character that is controlled by the player.
Playstyle
Relevant to gameplay.
The way the player plays a game based on used tactics. For example:
- Defensive gameplay.
- Offensive gameplay.
- Aggressive gameplay.
- Speedrun.
- Slow and methodical gameplay.
- Flowless gameplay.
- Stealth gameplay.
Playtest
Relevant to development.
An event in which playtesters test a game.
Playtester
Relevant to development.
A participant of a playtest who plays the game.
Playtesting
Relevant to development.
A method that employs playtests prior to the release of a game in order to determine whether the game is, for instance:
- Emotionally engaging.
- Without major bugs.
- Accessible to the target audience.
Playtime
Relevant to business.
The amount of time a player dedicates to playing a game.
Plot
Pointer
Relevant to output system.
A graphical element utilized to control specific elements within a graphical user interface.
Post-processing
Relevant to output system.
A method that enhances the visual elements of the game by incorporating post-processing effects.
Post-processing effect
Relevant to output system.
An effect that affects the look of the scene and consequently the overall atmosphere of a game, such as:
Post-release phase
Relevant to development.
The phase of game development that commences following the game’s release to the market. It encompasses at least one of the following activities in which the game developer is involved:
Power
Relevant to rewards.
The inherent aptitude or proficiency of a player or non-player character in performing a particular action. For example:
- Energy absorption.
- Mind reading.
- Teleportation.
Power-up
Relevant to rewards.
An item that provides temporary advantages to the player character. For example:
- Capability to engage in combat with specific adversaries.
- Invulnerability.
- Increased damage.
- Increased speed.
Praise
Relevant to rewards.
A reward that signifies approval or admiration of the player’s accomplishments. For example:
- Sound effect for achieving consecutive kills.
- Sound effect for performing at a higher level than anticipated when competing against an artificial intelligence opponent.
Pre-production phase
Relevant to development.
The initial stage of game development that encompasses the following activities:
- Defining the intended user experience.
- Identifying the target audience and platform.
- Performing playtests to determine whether the gameplay mechanics of the game are captivating and worthwhile.
- Defining milestones.
- Establishing the theme.
- Defining the setting and location.
- Composing the narrative.
- Defining the visual style.
- Gathering references.
- Ensuring that the vision is clearly articulated.
- Developing the prototype.
- Creating a game design document.
- Defining the level flow.
- Creating progression diagrams.
- Designing layouts and section views.
Preset
Relevant to accessibility.
A group of settings set by the game developer that can be adjusted by a player if needed.
Production phase
Relevant to development.
The second phase of game development, which follows the pre-production phase, includes the following activities:
- Creating a blockout for each level that will be included in the final release.
- Conducting playtests on blockouts.
- Acquiring assets.
- Obtaining additional references.
- Including additional details in the blockouts such as detailed meshes, textures, and more complex lighting.
- Conducting playtests of all the levels until the game is released.
- Improving the visual attractiveness of the game through post-processing.
- Incorporating different levels into the game.
- Balancing and optimizing the game.
- Promoting the game.
- Releasing an alpha version.
- Releasing a beta version.
- Polishing the game.
- Getting the golden release and distributing it.
Progress
Relevant to gameplay.
Movement towards the conclusion of a scenario or the entire game.
Project
Relevant to business.
One game to develop.
Project management
Relevant to business.
The process of guiding a development team to achieve objectives within a specified timeframe.
Projectile
Relevant to gameplay.
An object propelled with force in a forward direction. For example:
- Arrow.
- Bullet.
- Dart.
- Grenade.
- Missile.
- Rock.
- Rocket.
- Shell.
- Sling ammunition.
- Spear.
- Torpedo.
Prop
Relevant to level design.
A mesh, such as a piece of furniture, pot, or vase, that enhances the level’s detail.
Protective suit
Relevant to gameplay.
A suit tailored for a specific environment. This suit can provide protection against, for instance:
- Chemicals and toxins.
- Fire and heat.
- Radioactivity.
- Viruses.
Prototype
Relevant to gameplay.
A creation that shows that gameplay mechanics work and are emotionally engaging.
Publishing
Relevant to business.
The process of releasing a game for distribution.
Puzzle
Relevant to gameplay.
A mini-game that a player must complete by utilizing his knowledge or skill.