Design Tools Vocab
Terms in this set (46)
Anything used in the creation of the game and it's supporting documents. Example: Word, Excel, a notepad, dice, paper mock-ups, etc.
Also known as a programmer.
A set of instructions that causes a computer to perform a task.
A person who writes programs.
The act of writing instructions for a computer in the form of a program. Different from scripting.
A series of instructions that is executed by a computer program.
The act of writing a "script" for a program to run.
Short for polygon count, this is a measurement of the complexity of a 3D model or scene.
Internet Service Provider - The company that you pay your internet bill to in exchange for access to the internet.
Artificial intelligence- The theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception, speech recognition, decision-making, and translation between langues.
Heads Up Display (HUD)
Any visual user interface.
This is the process doing whatever it takes to get someone to play our game more than once. If someone plays your game more than once, it will then have some form of replayability.
(A star) A variety of pathing algorithms that are known for their efficiency.
A finite sequence of instructions or calculations used to perform a task.
The first phase of software development in which, traditionally, all of the basic functionality of the game has been implemented and the emphasis is on the implementation and correction of features and assets.
Any piece of data, including sounds, models, and images, that is presented to the player during the game.
The in-game representation of the player.
The second phase of software development in which, traditionally, all of the features have been locked, all assets are in the game, and emphasis shifts to testing and polishing.
A reference document for a project that contains all of the continuity information, including any unpublished information considered canon.
An image format in which the image is made up of pixels arranged in a grid.
An early phase of decision-making in which ideas are generated without restriction.
A method of texturing in which the lighting on the surface is imitated, giving it an even, texture appearance.
The parts of a collection of works that are given credit for being core to the overall work's continuity and against which all other contributions are evaluated.
Creative Design Doc
A description of the artistic direction of a game.
A phase during the development cycle in which a team must significantly increase its productivity to meet a deadline, often by increasing man-hours.
The identification and correction of code errors.
A brief document describing the key elements of the game. Also known as a concept document.
A detailed document that describes all elements of the game and often includes concept art, backstory, and style guides. Also know as Game Bible.
A version of a document that is subject to revision.
A concise and simple description of the games concept, unique selling points, and sales potential.
The adding of unplanned features into a video game thereby potentially delaying its release.
The barrier between the real world of the audience in the fictional world of the performers.
The creation and balance of the concept, theme, rules, and assets of a game.
A chart, named after Gantt, designed to illustrate the projects scheduling by using bars that conveys the length of time required for each of the projects components.
The phase of development between when the game has been submitted for duplication and when it arrives at retail locations.
Intellectual Property - The exclusive ownership of the nonphysical elements of a creation, such as its concept, expression, design, and representation.
An agree-upon criteria that marks a point in the game's development process.
Non-Disclosure Agreement - A legal contract designed to prevent public disclosure of the company's methods, practices, and projects.
A collection of representative work of an individual.
The practice of reviewing the successes and failures of a projects after its completion with a focus on finding ways to improve the process.
The person tasked with the overall leadership of a title.
To leave a game before it ends because of anger towards another player or the game itself.
A modeled 3D enclosure that has sky and horizon textures applied to its interior faces to simulate a vastly distant environment while the player is inside that model.
An authoritative reference work that dictates the standards and canon for an IP across multiple media.
The prioritization of issues so that the most important ones are addressed first.
The listing of features that a game will support.