Glossary
Here is a glossary of terminology used on this website.
S
Sales figures
Relevant to business.
The total sales of a game during a specific period.
Safe zone
Relevant to level design.
An area without any hostile units.
SATA SSD
Relevant to development.
A device that stores data on flash-based memory modules. This device is much faster than a traditional HDD.
Saturation
Relevant to output system.
The intensity of the color.
Save point
Relevant to accessibility.
A designated area within a game world that a player must visit in order to preserve the current game state.
Saving game states
Relevant to accessibility.
A function that enables the saving of game states.
Saving game states automatically
Relevant to accessibility.
A function that enables the game to automatically save the game state.
Saving game states manually
Relevant to accessibility.
A function that enables players to manually save the game state.
Scalability
Relevant to multiplayer gameplay.
The system’s capacity to handle an increasing amount of data, transactions, and users while maintaining reliability and efficiency.
Scenario
Relevant to gameplay.
A sequence of events in which the player must engage to achieve a particular objective. It takes place in a level.
Examples of scenarios:
Scene
Relevant to level design.
A portion of a level that players can observe at a specific time.
Scope
Relevant to development.
The overall quantity of work required to complete the game.
Score
Relevant to rewards.
A significant metric in competitive games that may indicate the performance of players. It is depicted by abstract points.
Screen
Relevant to output system.
A flat surface where players can see what is happening in the game.
Screen real estate
Relevant to output system.
The area on the screen that players can utilize for interaction with the game.
Script
Relevant to development.
A set of instructions that instruct a gaming platform to perform a task.
Scrollbar
Relevant to output system.
A graphical element that a player can manipulate in either of two possible directions to scroll any continuous content, such as pictures or text in a predetermined direction on a display.
Search and destroy
Relevant to gameplay.
A military strategy in which a participant of a game deploys his forces into enemy territory, locates the enemy, and eliminates him.
Search box
Relevant to output system.
A graphical element that enables a player to input text for searching purposes.
Section view
Relevant to level design.
A side view on a game world created during the pre-production phase of development.
Selling point
Relevant to business.
An aspect of a game or service that is emphasized in marketing.
Sensor
Relevant to rewards.
A device that reacts to a physical stimulus, for example:
- Motion.
- Chemicals.
- Wind speed.
- Wind direction.
- Ambient temperature.
- Ambient pressure.
- Relative humidity.
Sequence
Scripted sequence
Set piece
Setting
Environmental setting
Temporal setting
Relevant to story.
The era, year or time of day, in which the story is set.
Shade
Relevant to output system.
Any color that is combined with only black, resulting in a darker shade.
Twelve hues mixed with 25 percent black.
Shape
Sidearm
Relevant to rewards.
A weapon carried on the side or in the belt, such as:
- Bayonet.
- Dagger.
- Handgun.
- Knife.
- Sword.
Skill
Virtual skill
Relevant to rewards.
The player character’s proficiency in a specific virtual aspect, such as:
- Armed combat.
- Melee combat.
- Healing.
- Jumping.
- Sneaking.
- Lockpicking.
- Repairing.
- Traiding.
Slider
Relevant to output system.
A graphical element that enables a player to select one option from a range of options by manipulating an indicator.
Smoke screen
Relevant to gameplay.
Smoke released to mask the location or movement of one or more military units.
Sneaking
Relevant to gameplay.
A gameplay mechanic in which the player engages in a furtive manner.
Relevant to business.
Engaging in social interaction with other players.
Sound effect (SFX)
Relevant to output system.
A recorded or artificially synthesized sound that is used to provide feedback for players or evoke emotions.
Soundscape
Relevant to output system.
A combination of sounds originating from the surrounding environment.
Soundtrack
Relevant to level design.
See Music.
Source code
Relevant to development.
Text that is composed in accordance with the conventions of a specific language.
Spawn
Relevant to gameplay.
To enter a game world.
Spectating
Relevant to gameplay.
An activity in which a player observes other players engaging in a game.
Speech
Relevant to output system.
A form of communication, such as:
- Dialogues.
- In-game commentary in sports games.
- In-game announcers.
Speedrun
Relevant to gameplay.
The act of participating in a game, in which the player endeavors to complete it with utmost speed.
Spinner
Relevant to output system.
A graphical element that enables a player to modify his selection by clicking on arrows presented on the screen.
Sprint
Relevant to gameplay.
An event type in which all participants commence the race at point A and proceed to point B. The participant who reaches point B first is declared the winner.
Sprite sheet
Relevant to level design.
A two-dimensional image that consists of multiple pictures (sprites or textures).
Stability control
Relevant to gameplay.
When players assume control of a character, a mechanic is implemented to assist them in automatically maintaining the balance of their character while traversing a highly elevated and narrow pathway.
When players operate a vehicle, an automated mechanic is in place to regulate the amount of braking force applied to each wheel of the player vehicle, thereby preventing the vehicle from spinning out.
Stash
Relevant to level design.
A concealed location where something is concealed or stored.
Statistics¹
Relevant to rewards.
A set of metrics derived from data collected and analyzed during gameplay by the game. These statistics may represent, for instance:
- Numeric values:
- Score.
- Virtual experience.
- The lap time for each lap in a racing game.
- Collected resources in a strategy game.
- The number of eliminated enemies.
- Timelines.
Statistics²
Relevant to gameplay.
Quantitative assessment measures used for comparison and evaluation. These statistics may represent, for instance:
- Virtual metrics of the player character in an RPG game, such as:
- Given damage.
- Hit points.
- Movement speed.
- The statistics of a vehicle’s performance in a racing game, such as:
- Acceleration time from 0 to 100 km/h.
- Top speed.
- Braking efficiency.
- The performance statistics of a combat aircraft, vehicle, watercraft, or spacecraft in a combat simulator, such as:
- The rate of fire of the main weapon.
- Radius of action.
- Top speed.
- Virtual metrics of a unit in a strategy game, such as:
- Given damage.
- Hit points.
- Movement speed.
Stats
Relevant to rewards.
See Statistics.
Steady aim
Relevant to gameplay.
The act of precisely aiming a weapon at the target.
Steering wheel
Relevant to control system.
An input device used to steer a vehicle.
Stereo
Relevant to output system.
A method of playing sound that splits it into two distinct signals.
Stopping power
Relevant to gameplay.
The lethal effectiveness of a firearm.
Story
Relevant to story.
All the events that constitute a narrative.
Compelling story
Relevant to story.
A story that compels the player to pursue it due to its captivating and thrilling nature.
Linear story
Relevant to story.
A story that progresses in a predetermined sequence established by the game developer.
Non-linear story
Relevant to story.
A story that progresses in a sequence determined by the player.
Storytelling
Environmental storytelling
Relevant to story.
The process of interpreting the significance of assets that contribute to the creation of the game world.
Strafe-jumping
Relevant to gameplay.
A gameplay mechanic in which a player can increase their speed by executing a precise combination of mouse and keyboard inputs.
Strategy
Relevant to gameplay.
A comprehensive plan that a player must employ in order to attain success.
Strongbox
Relevant to gameplay.
A container designed to securely store valuable items.
Structure
Relevant to level design.
An entity constructed from components that is not classified as a machine, such as:
- Barrier.
- Bridge.
- Building.
- Canal.
- Carport.
- Dam.
- Shaft.
- Tower.
- Trench.
- Tunnel.
Style
Relevant to level design.
The visual direction of a game
Style guide
Relevant to level design.
A document that specifies the desired style for the art assets.
Subject of interest
Relevant to level design.
The main subject in a scene.
Subtitles
Relevant to accessibility.
A text translation of audio.
Surround
Relevant to output system.
A method of playing sound that divides it into more than two signals.
System of measurement
Relevant to output system.
A set of units of measurement and the rules governing their relationships, such as:
- Customary.
- Imperial.
- Metric.
Socialization