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Game Dev PR

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0% found this document useful (0 votes)
5 views4 pages

Game Dev PR

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 4

12 GENERAL TERMS EVERY

GAME DEVELOPER MUST

N
N O
O W
W
K
K
START!
AI: Artificial intelligence; an in-game Baking: A method of preprocessing performed

1 entity whose functionality is dependent on


computer code rather than human input. NPCs
are common AI entities.
4 on game assets and data to ensure they load
and perform well in real-time and do not
slow down gameplay due to requiring a lot
of processor or GPU capacity.

Balance: Creating a stable and predictable gaming


Alpha: A game version that contains all

2 major features and most assets. This


version of a game is usually circulated
internally to test for quality and bugs.
5 experience. For example, by making sure weapons
deal appropriate damage and armor absorbs the
damage adequately, as opposed to giving one weapon
considerably more power than others, or by making
levels too difficult to enjoyably complete.

Asset: Shorthand for anything that goes Bug: Any development issue that
3 into a video game – characters, objects,
sound effects, maps, environments, etc.
6 makes a game unenjoyable, unstable,
or unplayable in its current state.
Clipping: The process of predefining

7 certain areas in a game in which rendering


occurs, which optimizes game performance in
those selected areas. Clipping areas.
10 Game engine: Software that offers a suite
of tools and features to game developers in
order to build their games professionally
and efficiently.

Collision: The action of two objects coming together Mechanics: The essential functions,

8 and touching/striking one another in-game. The simple


act of playable character standing on a floor in a
house requires collision parameters on both the
character’s feet and the floor, otherwise, that
11 rules, and outcomes that create
gameplay. Mechanics are what make a
game rewarding, entertaining, and
character would simply fall through the floor.
interactive.

Hitbox: An invisible object created Demo: A proof-of-concept version of a

9 around another GameObject that


determines the area where collisions
with other objects will occur.
12 game, typically released to the
public for promotional and/or
feedback purposes.
THANKS FOR WATCHING!

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