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Terminology is the vocabulary of technical terms in the game development field.

3 votes

What is the game design lingo for the computer's ability to render shiny water?

It sounds like you're looking for "per-pixel lighting" Previous/lower-spec shading modes often used "vertex lighting" where the shading function was evaluated only at the vertices of each triangle an …
DMGregory's user avatar
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11 votes
Accepted

What is the difference between a gameplay programmer and a game designer/developer?

"Developer" is sometimes used as another term for "programmer," where it helps emphasize that creating software involves more than writing code. This association of developer = programmer is particula …
DMGregory's user avatar
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1 vote

What do you call the sounds that play when players place/destroy blocks?

I think asking for assets/asset sites is off-topic, but there's a glimmer of an on-topic question here about asset terminology. ("I don't know, what I can Google, or how these sounds are called.") …
DMGregory's user avatar
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3 votes

How to name HP/MP/Exp bars in a single word?

In game design terms, HP, MP, and XP are all "resources" so we could call them "Resource Bars" collectively. If that's too abstract/designer-y, we could also try "Points Bars" since it encompasses hi …
DMGregory's user avatar
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1 vote
Accepted

Terminology in a hierarchy of levels

Some options for an "outer" level: Group Set Stage Phase Tier (also suggests escalating value/difficulty) Folder (like a file system) Book Some options for an "inner" level: Puzzle Entry Challen …
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1 vote

What is a vertex color?

There are solid answers here already - I just want to chime in with one more common way you'll see vertex colours used: Varying object colours (or other attributes) within a single batch / draw call. …
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0 votes
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How do you refer to the objects covering the ground?

I would say game assets is definitely not specific enough. Everything in your game is an asset — the terrain itself, the shaders and textures it uses, every JSON or XML data file. Similarly, I'd argu …
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4 votes
Accepted

Generating animations in real time

This is called procedural animation, because the pose data is computed via some procedure at runtime, rather than just looked up/interpolated from a pre-baked animation timeline. Some examples of pure …
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22 votes
Accepted

What projection is this?

That's an Oblique Projection. Oblique is a type of parallel projection where the projection "rays" are not perpendicular to the image plane. Usually this is used to show two spatial axes perpendicul …
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5 votes

Technical term for the border that appears around the screen, usually in response to low hea...

At our studio (Ubisoft Toronto) we usually call it a (low) health vignette. A vignette in photography & film refers to an effect around the edges of the frame (usually a darkening or defocus) like th …
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2 votes
Accepted

Looking for the name of the tap handle with four 'spokes'

I'm not aware of a specific term used for this kind of widget in UX/UI design specifically (the way we have names for the hamburger menu or kebab/dango menu) But searching for "cross handle" turns up …
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18 votes
Accepted

What is "simulated human operator" cutscene camera movement called?

Quoting the Wikipedia article on "Shaky Camera": Handheld camera, shaky cam, queasy cam, queasicam, run-and-gun or free camera is a cinematographic technique where stable-image techniques are purpose …
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0 votes
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Game development equivalent of Movie Director

As Almo says, roles within game development vary quite widely from studio to studio, or sometimes even between projects for a single team. But there are common patterns. I think the closest equivalen …
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6 votes
Accepted

What is the difference between "stealth" and "social stealth?"

Classic stealth is typically when you're using occlusion, camouflage, darkness, silence, disabling of detectors, and inanimate distractions (like throwing a rock to make someone look the other way) to …
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1 vote

What is the term for making an object transparent when it blocks the player's view?

I'm not aware of a standard term for this. Depending on how it's implemented, I might call it... "obstacle/occluder fade-out" if the object gains transparency all-over, evenly. Or "...dither-out" if …
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