Skip to main content
Background Image

Glossary

Below I’ve assembled some terms with definitions. I’ve written them based on how I presently use or perceive them as it relates to game design. They are subject to change and you are free to disagree with any or all of them. As with everything else, they will evolve over time.

TermDefinition
3CsStands for Character, Camera, Controls (in any order) and centres around the gameplay experience of those core aspects of gameplay.
AbstractionThe practice of translating or representing a specific example or occurence into a generalised idea or system.
AgileA project management methodology intended to place focus on interactions between contributors and product owners in a way that allows for rapid, early results and iteration.
AI (Artificial Intelligence)The decision making entity or process used by entites during gameplay to carry out actions. Does not refer to Large Language Models (LLMs) or Machine Learning (ML).
BacklogA project management tool used to organise work that is expected to be done, but without a firm delivery date.
BacktrackA gameplay mechanic that requires the player to retraverse a previously expored area in order to gain a benefit or progress further in the game.
BalanceThe resulting experience and perception of systems during gameplay
BalancingSee tuning
Behaviour TreeA hierarchical set of actions and conditions that govern how an AI entity acts during gameplay
BlockerA task that prevents the progress or completion of another task.
BugAn unintended result of code or data, experienced during gameplay
Chording (Input)Input that is activated by pressing more than button simultaneously
CodeThe instructions written by a programmer for the hardware to follow
Cognitive LoadThe amount of effort required by the player to continually preceive, understand, store and recall information related to the gameplay experience.
CollisionThe intersection of two objects during gameplay. Often refers to preventing objects from overlapping or intersecting.
ConceptionOne of the earliest project phases in which the core idea for the game is defined and documented.
ContentAspects of the game that used by systems and features as players experience gameplay. Includes, but not limited to, art, levels, missions and narrative.
ContextThe specific conditions or situation that form the bounds of the possibility space under consideration.
Combinatorial ExplosionA term used to describe an exponentially growing set of possibilities
CutThe process of removing tasks, systems or features from a game
DataAny information that is an input acted upon by a system
DeliverableA defined unit of work with a deadline or due date
EmergenceAn unplanned result of interacting systems during gameplay.
Emergent GameplaySituations and outcomes created by the unplanned intersection of overlapping systems during Gameplay.
EntityAn object within gameplay that has a defined set of attributes, beyond a prop. Typically used to refer to objects of consquence within the gameplay experience, such as the player or mobs.
Experiential Game DesignA game design methodology where a desired player experience drives feature and system design
FantasyThe imagined experience, world and/or identity the player will engage with in the course of gameplay.
First PrincipleThe most basic, foundational core of an idea or assumption, used to define the problem space of a feature or goal
FeatureA portion of the game, usually an atomic collection of systems, that is unique in it’s function within the game.
FinalingThe act of polishing the game before release. Sometimes synonymous with Shipping.
Game DesignThe discipline or process of defining the rules of how a system, feature or game functions. AKA Design
Game Design AnalysisThe practice or process of examining a game’s features or systems, either in isolation or as a whole, to understand how they interact to produce a result. AKA Design Analysis, Analysis
Game Design CritiqueThe practice or process of producing an argument about aspects of a game’s design and their effects on the game or player experience. AKA Design Critique
Game FeelA term used to describe the responsiveness and polish experienced during gameplay.
GameplayThe active component of playing the game by interacting with the systems and mechanics. Can be used to decribe the player experience as a whole, or in part.
GoalA defined, measurable outcome or result of a design, feature, system or task.
Hard FailureA gameplay state that results in a player failing a gameplay challenge in an unrecoverable way, usually resulting in losing a life or reloading from a check point or save.
Hard GateA gameplay challenge or condition the player is required to overcome in order to a dvance.
IdeationThe process of generating and refining ideas. AKA Brainstorming
InputAny data that enters a system.
Input BufferingPreserving a button press for an amount of time, to be consumed after a gameplay action or duration has occurred.
ImplementationThe act of translating a design from a written form to a feature or system within the game
Implementation DetailA specific piece of information relevant to the implementation of a feature or system
Level DesignThe discipline or process of defining, architecting and producing the playable spaces and geometry that gameplay occurs within.
MDAA game design framework standing for Mechanics, Dynamics, Aesthetics, intended as a holistic approach to game design.
Reference: https://users.cs.northwestern.edu/~hunicke/pubs/MDA.pdf
MechanicA gameplay interaction between the player and one or more systems.
MetricsDefines the specific distances and tolerances for gameplay and props
MilestoneA project management goal used to define and organise units of work, usually within an allotted amount of time.
MobShort for Mobile. A now largely outdated term used to describe any in-game entity capable of self-locomotion.
One PagerA breif, one page synopsis of a feature and it’s core elements. Typically produced in advance of a complete feature design
OutputAny data that exits a system.
Overload (Input)Any player-facing input that has multiple contextual actions associated with it.
ParameterA value, usually tunable, that is used by a system.
PillarA statement that defines a central thematic or gameplay experience within the game
PitchA presentation of a proposed feature, system or mechanic - either new or to refine an existing - intended to acquire approval to proceed with tasks to accomplish the propsed work.
PlayerThe individual presently controlling the interactions with the game.
Player ExperienceAn intellectual, emotional or physical state or outcome, induced in a player by the game, either intentional or unintentional, as a result of playing.
PolishA term used to describe the amount of additional work, including tuning, any aspect of a game has received during development, beyond it’s functional implementation.
Possibility SpaceA conceptual construct representing the spectrum of potential options, within the current context, in both design and gameplay
Problem SpaceA conceptual framing of the bounds a challenge or identified problem exists within.
PropAn object within the game world
Pre-ProductionAn early phase of development where features are prototyped to validate decisions and assumptions made in the Conception phase
Production (Discipline)The discipline of project management
Production (Phase)The phase of development where the bulk of the content and features are implemented.
PrototypeThe initial rough implementation of a feature or system intended to prove it’s validity within the gameplay experience.
RazorA philosophical princple that is used to further hone in on specific expectations, experiences or approaches while developing the game
Rational Game DesignA game design methodology to create observable, internally consistent systems with clear, predictable outcomes for players. Based on the phrase “Form follows function”.
ReviewThe process, formal or informal, of examining a feature at various points of implementation or polish. Typically done in a group meeting to approve the feature or generate a list of tasks.
Risk vs RewardA razor used to evaluate the balance of potential for loss against a positive outcome for the player in a gameplay challenge.
ScopeThe defined or available amount of work to be done to complete the task, system or feature in question. Can be used more broadly as a high level concept for the entire game to define what is and is not expected or possible within the given timeframe or product.
ScrumA project management framework used with Agile, intended to provide an environment of open communication where change and iteration is expected and responded to in a timely manner.
ShipThe act of releasing the game publicly. AKA Shipping
Shipping (Phase)The final phase of a project before release.
Soft FailureA gameplay state that results in a player failing a gameplay challenge in a recoverable way, usually being able to reset the mechanic after a short delay.
Soft GateA gameplay challenge or condition that the player can fail or partially succeed and still advance.
SprintA realtive short period of time, typically measured in weeks, defined within a milestone which tasks are assigned to.
Stand-up (Meeting)A short, informal meeting where participants state their currents tasks, progress and any dependancies (also called blockers) to their immediate team members. Used as component of Scrum.
Stand-up (Feature)The process of producing an early implementation of a feature or system.
State MachineAn atomic unit that consists of a collection of States, which perform actiosn, connected by conditional Transitions, to provide a consistent, situational outcome.
SystemA collection of rules that produces an output.
TaskA defined unit of work with a stated outcome.
TriggerAn action that occurs when specific criteia are met within gameplay. Often used with a volume to detect an entity entering or exiting the volume to produce an effect.
TuningThe process of adjusting values defined in data to produce a desired result or outcome within a feature or system.
WaterfallA project management methodology that defines tasks that must be completed in a set sequence based on dependancies.
VisionThe core idea behind the game. This defines the fantasy the player engages with in broad terms for the team to reference.
VolumeAn invisible piece of in-game geometry