Every word
You have 0 of 462. The checkered squares are the ones you haven’t met yet.
#
A
- Abstraction
- Acceleration
- Accessibility options
- Action economy
- Adaptive music
- ADSR envelope
- Affordance
- Agency
- AI director
- Aim assist
- Air control
- Alpha
- Ambience
- Ambient occlusion
- Animating on twos
- Animation cancelling
- Anti-cheat
- Anticipation
- Apex hang
- Arena
- ARPU and ARPDAU
- Art bible
- Art direction
- Assist mode
- Asymmetric multiplayer
- Atmospheric perspective
- Attenuation
- Attract mode
- Attribution of failure
- Auto-battler
- Avatar versus character
B
C
- Camera dead zone
- Camera lookahead
- Canon and retcon
- Cel shading
- Certification
- Checkpoint
- Chekhov's gun
- Chiptune
- Choke point
- City builder
- Client-side prediction
- Co-op
- Cognitive load
- Collision detection
- Colour grading
- Colour harmony
- Colour script
- Colour-blind modes
- Completionism
- Compulsion loop
- Conlang
- Constraint
- Core loop
- Corner correction
- Cosmetics
- Cost of failure
- Cover
- Coyote time
- Critical path
- CRPG
- Crunch
- Culling
- Cultural texture
- Curiosity gap
- Cutscene
D
- Damage numbers
- Dark pattern
- DAU and MAU
- Day-one patch
- Deckbuilder
- Delay-based netcode
- Delta time
- Demo
- Density
- Design pillars
- Desync
- Dialogue tree
- Diegetic
- Diegetic and non-diegetic sound
- Diegetic UI
- Difficulty curve
- Difficulty modes
- Difficulty spike
- Discounting
- Dithering
- DLC
- Dominant strategy
- DPS and time to kill
- Dramatic irony
- Draw call
- Ducking
- Dynamic difficulty adjustment
- Dynamic range and loudness
- Dynamic resolution
E
F
- Factions
- Fair failure
- Fast fall
- Faucets and sinks
- Feature creep
- Feedback
- Fetch quest
- Fiero
- Fighting game
- Find the fun
- Fitts's law
- Fixed timestep
- Flanking route
- Flow
- Focal point
- Foldback
- Foley
- Follow-through
- FOMO
- Foreground framing
- Four kinds of play
- Frame budget
- Frame data
- Frame rate
- Free-to-play
- Friction
- Fridge logic
- Fudged odds
- Funnelling
G
H
I
- Iceberg principle
- Illusion of choice
- Immersive sim
- In media res
- In-world documents
- Incremental game
- Inflation
- Information hiding
- Input and output randomness
- Input latency
- Input remapping
- Intensity curve
- Interesting decision
- Internal consistency
- Intransitive balance
- Intrinsic motivation
- Inventory
- Invincibility frames
- Invisible assistance
J
K
L
M
N
O
P
- Pacing
- Packet loss
- Paidia and ludus
- Palette
- Palette swap
- Parallax
- Particles
- Pathfinding
- Pause
- Pay-to-win
- PBR
- Peak-end rule
- Peer to peer
- Perfect imbalance
- Perlin noise
- Permadeath
- Physics engine
- Pitch randomisation
- Pity timer
- Pixel art
- Platform fee
- Platform snapping
- Platformer
- Player fantasy
- Player metrics
- Playtest
- Pose to pose
- Positive feedback loop
- Post-mortem
- Power curve
- Power fantasy
- Pre-production
- Premium
- Premium currency
- Prisoner's dilemma
- Procedural generation
- Production
- Progression
- Prototype
- Pseudo-random distribution
- Publisher
- Puzzle game
- PvP and PvE
Q
R
S
- Safe area
- Sandbox
- Save system
- Sawtooth pacing
- Scale
- Scope
- Scope creep
- Screen edge indicator
- Screen shake
- Scripting
- Secrets
- Seed
- Self-determination theory
- Serialisation
- Server authoritative
- Server reconciliation
- Set piece
- Setting
- Shader
- Shape language
- Shortcut
- Show, don't tell
- Sightline
- Signifier
- Signposting
- Silence as a tool
- Silhouette
- Skeletal animation
- Skill floor and ceiling
- Skill gate
- Skinner box
- Skybox
- Smear frames
- Smurfing
- Soft cap and hard cap
- Soft launch
- Soft lock
- Soulslike
- Spatial UI
- Spectating
- Split screen
- Sprite
- Squash and stretch
- Stakes
- State machine
- State tracking
- Stealth game
- Steering and flocking
- Stick dead zone
- Stinger
- Store page
- Streamability
- String of pearls
- Stylisation
- Subtitles
- Sunk cost fallacy
- Survival craft
- Suspension of disbelief
- System
- Systemic design
T
- Teach, test, twist
- Teaching by doing
- Teaching through level design
- Tech tree
- Technical debt
- Telegraphing
- Telemetry
- Tension and release
- Text readability
- Texture atlas
- The hook
- The map as a story
- The meta
- The twelve principles of animation
- Think-aloud
- Three-act structure
- Tick rate
- Tileset
- Time pressure
- Timing and spacing
- Tone
- Tooltip
- Tower defence
- Toy versus game
- Tunnelling
- Tutorial
- Tween
U
V
W
Z
Your progress is stored only in this browser.