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Animator
The role in a game development team responsible for creating the animations for a game. This role often split into further specializations, such as character animator or effects animator.
Area of Effect
Denotes an attack or spell that occurs within a defined area and inflicts damage on all enemies within that area.
Art Director
The role in a game development team in charge of maintaining consistency over the look and visual style of the game.
Black Box
Used to refer to a stage in a production pipeline or product where the inner workings are not readily visible. While developers may have control over the input to and output from this stage, the process inside the stage is not accessible.
Bounding Box
The cage volume of a 3D object. It is defined by the farthest vertex of the mesh on all axes.
Buff
A mechanism that imbues greater powers on a character or an object in a game for a length of time. For example, a power up that adds strength to a character.
Concept Art
Any manner of sketch, painting, drawing, or illustration that defines the look of a character, prop, or environment. This is often produced in an iterative process, involving multiple stages of critique and revision.
Concept Artist
The role in a game development team that creates art to represent the look and feel of future game assets.
Debuff
An attack or similar damage-causing mechanism that adversely affects the usefulness of a prop, or health of a character. This may inflict damage, or simply make a character more vulnerable to damage from other attacks.
Environment
The rooms, terrain, buildings or other area in which the game takes place.
Freemium
A monetization strategy for a game, where players are allowed to play a basic game at no cost. In order to unlock additional levels or content, the player must then purchase the game, or purchase additional content that integrates with the free version.
Game Designer
The role in a game development team responsible for designing and often implementing the game play and game mechanics of a game. This role may range from conceptual design during pre-production, to scripting for and implementing of GameObjects into the game editor or engine.
Game Mechanic
Define how the game will be played, and processes by which a player can win, lose, score, survive, die, and so forth.
Gray Box or White Box
A prototype phase, which is defines by the creation of simple primitives to mock up aspects of a game, such as a level. It is called this because it is generally composed of cubes and other primitive objects without any materials. The purpose of this type of prototype is to test and iterate quickly on an aspect of the game, often a level, to assess whether it is entertaining, well-balanced, well-defined and so forth.
Level
Constitutes the total accessible area of a game for a player at a certain stage, often with a discrete objective that must be attained to move on. This can also refer to the advancement in skill or powers of a character during game play.
Level Designer
The role in a game development team in charge of designing the level by defining the paths the player will have to navigate, where the enemies will be placed and in general setting up how the level is going to look. Their tasks will also be significantly variable depending on the genre of the game.
Microtransaction
A business model allowing users or players to purchase virtual goods or services in a game, conducted in small payments. Games using the freemium business model often feature opportunities for this this type of transaction.
Model Sheet
An illustration of a character that is composed of several paintings. These represent different poses and actions that may also include some facial expressions and color palette.
Modeler
The role in a game development team that creates digital models for implementation in a game. This may be done with a variety of tools, such as Autodesk 3ds Max, Autodesk Maya, or Blender, and also may incorporate digital sculpting tools such as Pixelogic ZBrush or Autodesk Mudbox. Depending on the studio size, this role may only create models or may be responsible for texturing them as well.
Pathfinding
The ability for Non-Player Characters (NPCs) to be able to understand the environment and move through it without colliding with obstacles, the player, or other NPCs.
Platform
Refers to the specific hardware a game will be deployed to, such as PC, mobile, console, web, and VR. May include reference to specific hardware and software, for example games built for the Apple iPhone running iOS.
Power Up
A special feature or collectable that the Player can use in order to perform special actions. In a racing game for example, it can be a pick-up that boosts the car, or in a space ship game it can be a global strike that kills all enemies on screen.
Rigger
The role in a game development team that creates the skeleton and controls for a character or object that will be featured in a game. This may include bones in a hierarchy, scripting to define motion or behavior, and possibly controls to facilitate animation.
Simple Ad
An advertisement that plays between levels or scenes in a game and may be skipped by the player by default.
Skybox
Surrounds the scene in a game and represents the infinitely far horizon. This may be shown as an actual sky, city skyline, mountains, outer space, or similar construction. These are never reachable by the player and are typically comprised of images and/or procedural textures and effects stitched together into a seamless background.
Spawn
The instancing of a player or NPC into a level. This may occur at random or fixed points, depending on the game design, and may happen at random or fixed intervals. Also, this is often used to describe a player or NPC being triggers to reappear after dying in game.
Targeted Attack
A strike from a character to a pre-selected target, such as another character. These types of attacks my use a reticle as a signifier.
Technical Artist
The role in a game development team that communicates between the programming and the design teams. This person generally is proficient in both sides of the game development process and ensures that both teams work in the same direction.
Texturing
The process of creating bitmaps that will be applied to the shaders of the 3D objects. This technique can be done in 2D or 3D but both will end up being flat images that will be projected over the 3D meshes by utilizing their UV maps. The 2D process consists of painting over the UV maps with software like Adobe Photoshop or Gimp while the 3D process will be creating the bitmaps by painting directly over the 3D mesh with programs like Autodesk Mudbox or Substance Painter.
UV Coordinates
Projections of a 3D mesh converted to 2D space. Because the textures for 3D models are 2D, the meshes have to be unwrapped and laid down to 2D space so that the texture can fit.