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Basic Video Game Design Vocabulary Words
Terms in this set (20)
The study of principles and use of computers; a way of creating projects and solving problems with computers.
A set of instructions that tell a computer what to do.
Characters, objects, sounds, and visual elements of a game.
A two dimensional (2D) asset.
Putting things in order; predetermined order of steps that the computer will follow.
Testing And Debugging
Focusing on and finding the problems with the game.
tells the computer what must occur for certain events to happen; Term for the "IF" line in a code of video game.
Tells the computer when to run a code; Term for the "THEN" line in a code of video game.
Unpredictable or unplanned set of instructions.
A repetitive block of code or group of instructions that repeats indefinintly or a specified amount of times.
Combination of X, Y, and Z values to determine location in a gaming space, stage, or environment.
Visible portion of a game where most of 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 computer image.
Ideas that will connect the players to the action of the imaginary game world.
Image composed of lines, curves, and fills. They do not store the color value and location of a pixel. Instead, each pixel is assigned a color as the vector image is drawn.
Also called raster images. Images stored as a series of tiny 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 an image. When you zoom in on a bitmap image, you can see the individual pixels that make up the image.
Ability to understand and use the newest computer/game platforms programming/scripting languages.
Ability to determine and evaluate what is pleasing to a persons 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, sound, traps, rewards, etc.
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