Search Results
Search type | Search syntax |
---|---|
Tags | [tag] |
Exact | "words here" |
Author |
user:1234 user:me (yours) |
Score |
score:3 (3+) score:0 (none) |
Answers |
answers:3 (3+) answers:0 (none) isaccepted:yes hasaccepted:no inquestion:1234 |
Views | views:250 |
Code | code:"if (foo != bar)" |
Sections |
title:apples body:"apples oranges" |
URL | url:"*.example.com" |
Saves | in:saves |
Status |
closed:yes duplicate:no migrated:no wiki:no |
Types |
is:question is:answer |
Exclude |
-[tag] -apples |
For more details on advanced search visit our help page |
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 …
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 …
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.") …
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 …
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 …
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.
…
0
votes
Accepted
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 …
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 …
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 …
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 …
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 …
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 …
0
votes
Accepted
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 …
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 …
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 …