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Video Game Design
Video game design vocabulary word
Terms in this set (22)
The study of the principles and use of computers; a way of creating projects and solving problems with computers.
A set of instructions that tells the computer what to do.
Characters, Objects, Sounds, and Visual elements of a game.
A two-dimensionl (2D) asset.
Putting things in order; the predetermined order of step the computer will follow.
Testing and Debugging
Focusing on finding the problem(s) within the game.
Tells the computer what must occur for certain events to follow; Term for the "IF" line of code in a video game.
Tells the computer when to run code; Term for the "THEN" line of code in a video game.
Unpredictable or unplanned set of instructions.
A repetitive block of code or group of instructions that repeates indefinitely or for a specified amount of times.
Combination of X, Y, and Z values to determine a location in the gaming space, stage, and/or environment.
The visible portion of the game where the characters and most of the action takes place.
Short for "picture element", it is the basic unit of programmable color on a computer display or in a computer image.
Ideas that will connect the player to the action in the imaginary game world.
Image composed of lines, curves, and fills. They do not store the color value and location of each pixel. Instead, each pixel is assigned a color as the vector image is drawn.
Also called raster images. Images are stored as a series of tiny square dots called pixels. Each pixel is actually a very small square that is assigned a color value, and then arranged in a pattern to form the image. When you zoom in on a bitmap image you can see the individual pixels that make up that image.
Ability to understand and use the newest computer/game platforms and programming/scripting languages.
Ability to determine and evaluate what is pleasing to a person's senses. Aesthetic tools include, but are not limited to size, scale, proportions, colors, sounds, and sound levels.
Game Design Document (GDD)
A highly descriptive document used by game designers throughout the design process to record decisions, iterations, and the vision of the game in an effort to help organize its production.
Sketches of the game frames storyline with general ideas for motion, sounds, traps, rewards, etc.
Video Game Design
Design of a Video Game
Lines of instructions telling the computer what to do.
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