Glossary
Here is a glossary of terminology used on this website.
B
Backing up files
Relevant to development.
To make a copy of computer data.
Backtracking¹
Relevant to level design.
To return along a path in the game world that the player has previously traversed.
Backtracking²
Relevant to output system.
To navigate back in the menu options in order to approach the root of the menu.
Backup solution
Relevant to development.
A technical solution for backing up computer information.
Balancing
Relevant to development.
Modifying values in the source code to achieve a specific user experience.
Ballistic curve
Relevant to gameplay.
The trajectory of a projectile influenced by various forces, including gravity, drag force, and wind.
Ballistic model
Relevant to gameplay.
A mathematical model that depicts the behavior of a projectile during its flight.
Bark
Relevant to output system.
A short sharp tone of speech or utterance.
Base
Relevant to level design.
A permanent installation that provides shelter for personnel and equipment.
Beginner
Relevant to business.
A player with limited or no prior gaming experience.
Blockout
Relevant to level design.
A level from a game, constructed using objects with basic geometric shapes, with the intention of demonstrating that the gameplay feels appropriate.
An example of a blockout, using the car in the bottom right corner as a reference point.
The image below depicts the completed level.
Bloom
Relevant to output system.
A slight blurring of light sources to create an aura around them.
Blueprint
Relevant to level design.
A two-dimensional drawing that offers a comprehensive visual depiction of a real-world building.
Body language
Relevant to story.
The character‘s actions or gestures that convey his emotions to the players without verbal communication.
Body of water
Relevant to level design.
Any substantial accumulation of water, whether stationary or in motion, such as:
- Pond.
- Lake.
- Sea.
- Ocean.
- Canal.
- Stream.
- River.
Boss
Relevant to level design.
A non-player character presenting a significant challenge.
Boss fight
Relevant to level design.
A confrontation between the player and a boss.
Brainstorming
Relevant to development.
A collaborative effort in which a team of game designers convene to propose numerous concepts for potential development.
Brand awareness
Relevant to business.
The degree to which consumers recognize a brand.
Brand strength
Relevant to business.
The effectiveness of a brand’s performance in comparison to its competitors.
Breadcrumbs
Relevant to output system.
A text path displayed on the screen that represents the current position in a menu structure of a game.
Budget
Relevant to business.
The funds allocated to the game developer for game development.
Bug
Relevant to development.
An error in the source code of a game.
Fixing bugs
Relevant to development.
The act of correcting errors in the source code of a game.