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:

  • Match (action games, sports games).
  • Race or stage (racing games).
  • Mission (strategy games, action games).
  • Quest (role-playing games).

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.

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

Relevant to story.

A sequence of events that take place in response to player actions or location.

Set piece

Relevant to story.

A significant scene that distinguishes itself from the story.

Setting

Environmental setting

Relevant to story.

The geographical area in which the story unfolds.

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

Relevant to level design.

A very simple geometric shape, such as:

  • Cube.
  • Cylinder.
  • Plane.
  • Sphere.

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.

Socialization

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:

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:
  • 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

Relevant to story.

The act of telling a story.

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.

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