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| a system that tries to imitate biological life by assigning agents base behaviors and desires, which cause them to perform specific actions by their "nature". |
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| the content of the game; customarily used to refer to art, sound effects, music, and possibly the levels. |
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| The amount of money, typically a developer, spends in a month to keep itself in business. |
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| a point in a game past which a player can progress only by passing through a particular area, completing a particular puzzle, or defeating a particular monster. |
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| used in reference to games, is the line of test that programmers enter in to the computer and which the computer compiles into the functional game. |
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| The path that the player is expected and encouraged to follow when moving through a game or particular level. |
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| a non-interactive portion of the game typically used to communicate to the player information about the game's story line. |
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| in terms of game, it is when unanticipated behaviors and results emerge out of the various game systems interacting with each other and with the players input. |
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| slang expression referring to the sideways smiley faces and other characters made out of the ASCII character set. |
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| the core code that handles the most basic functionality of the game, but not including the code that governs specific gameplay functionality. |
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| The type of artificial intelligence that introduces some degree of randomness into the decision making process. |
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| a diversion of the nature of contest, played according to rules, and decided by superior skill, strength, and good fortune. |
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| establishes the shape and form of the gameplay in a game. |
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| the chain of events that make up the playing of the given game. |
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| a specific way in which a part of the gameplay is implemented. |
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| a narrative description of how gameplay will proceed in a given situation in a game. |
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| is the component that distinguishes games from all other artistic mediums, how players are able to interact with the game-world and how that game-world will react to their actions. |
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| the space in which a game takes place. |
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| the term used for when a massively multi-player game is launched and players start playing it. |
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| the time when a team completes a game and is thereby able to create the gold master, which is sent to the duplicators. |
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| is any communication method the player has of interacting with the computer that is primarily graphical in nature. |
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| in MMO's, when players go out of their way to ruin the play experience of other gamers. |
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| a type of GUI that is overlaid on top of the players game-world view. |
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| most primitive form of a game idea, describes a game in the simplest form. |
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| a game that tries to suck players in the world, making it as believable and consistent as possible while giving the players as many choices as possible. |
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| refers to the systems a computer uses to allow players to input information in combination with how it communicates information back out to the user. |
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| is when two systems, be they human and human, human and computer, or computer and computer, are mutually active in a given process. |
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| a small number of computers in a specific area networked to each other, but not necessarily to the internet. |
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| a bunch of friends gets together, bring their computers to one location, and play multi-player games over them. |
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| a movement, when the only way to get from point A to point B is via the line segment that connects them. |
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| is an agreement of how much work on a project will be done at a specific date. |
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| Add on's or changes to an existing game. |
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| slang for someone who is new to something. |
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| in gaming, players are not locked into achieving different goals in a specific order or in achieving all of the goals they are presented with. |
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| Non-player character (NPC) |
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| any player in a computer game that is not controlled by the player. |
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| when a player is forced to move through the game in a very specific, carefully controlled way, as if locked onto a path through the game. |
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| portion of AI code that allows an agent to figure out how to get from one location to another in the game-world. |
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| the character the player controls in the game, such as Mario. |
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| is one that continues running and maintaining the state of the game-world regardless of whether a particular player is actively playing it or not. |
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| refers to sound or art used in a game while it is in development which the development team plans to replace before the game is released to the public. |
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| often used to describe the different systems a game can be developed for. |
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| in MMP's, players who go out of their way to ruthlessly kill other players, particularly problematic in games that are supposed to be more collaborative in nature. |
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| the story the players create through their actions in playing the game. |
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| the process of testing the gameplay of the game to see how well it plays. |
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| the process of converting a game from one platform to another, such as Playstation to Xbox. |
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| a generic term that refers to any item in the game-world players may acquire to improve their abilities, either briefly or long-term. |
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| the process of testing a game to make sure it is bug free and plays reasonably well. |
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| a build of the game that the development team believes may be the one that can be shipped. |
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| in terms of a game, scripted typically refers to AI behaviors that are planned in advance to allow the AI agents to look clever in specific situations. |
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| in gaming, refers to the texture set being used on a 3D player character in a game. |
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| a technique where multiple players are allowed to play and/or compete on a single computer or console. |
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| a mental state that the players achieve when they are fully immersed in the game-world and briefly forget that they are playing a game at all. |
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| typically refers to games that have an isometric viewpoint, oriented at a 45 degree angle from the plane on the ground. |
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| refers to advanced world simulation systems at a minimum involving the user wearing a set of goggles with a small monitor or display device in each eyepiece. |
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| the person on a project who is responsible for establishing the form of the gameplay through the game design. |
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| responsible for the game getting done on time and on budget. |
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| Ensures a quality and consistency of style throughout the entirety of the game. |
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| Develops all effects such as water, explosions, splats, breaking, and motion after effects. Artist can also implement sound. |
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| can work on the game engine; develop the Artificial Intelligence features which are getting more and more complex in today's games. |
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| main job is to create the game world based on the design document and the graphics provided by the 3D artist. |
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| Character Designer/Artist |
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| Must have great artistic skills, be able to give the game the artistic feel and graphical expression that fits the design of the game. |
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| This job can be very different from project to project. sometimes there is one person responsible for the sound effects and another person for the music, and yet another person for writing the music. |
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| Responsible for making the 3D objects and characters that fill the game world. |
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| Often does pixel art, sprites, icons, textures for texture mapping and other types of 2D graphics. |
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| Storyboard/Concept Artist |
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| Develops the rough look of the game. These concepts are not fully completed digital paintings but well thought out sketches that convey clear ideas and style. |
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| GUI Artist (Graphical User Interface) |
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| Creates all information of the game, all information of the character, all maps, all information of the controls. |
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| Responsible for all lighting within the game. |
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| Creates the skins of 3D character models and/or environment assets |
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| Creates hundreds of pages of text that needs to be written, an important factor of a game. |
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| Plays unfinished versions of games with tons of bugs in them. |
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| A wing of marketing department whose primary job is to hype a company's upcoming games in the press by readying press releases, screenshots, and other information. |
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| a game involving two teams, both of which have a flag. |
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| a type of game established by paper and pen games. |
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| First Person Shooter (FPS) |
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| the player's perspective of the world is from the first person and his objective is to shoot everything in sight. This perspective is meant to give the player the feeling of "being there", and allows the player to focus on aiming. |
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| a multi-player game involving a very large number of people playing it at once, at least 100 or more. |
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| type of game that attempts to model the flight of a real world aircraft. |
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| Massive Multiplayer Online Game |
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| Massive multi-player online role-playing game. |
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| Massive multi-player game. |
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| a game that involves more than one player. |
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| a game where anything that is compiled or rendered for players while they wait, such as graphics or pathfinding. |
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| typical goal of the game's designer is to model a real-life system accurately and realistically, instead of simply making the game as fun as possible. |
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| any game where the computer waits for the player to act before proceeding with its own actions. |
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| requires players to use quick reflexes, accuracy, and timing to overcome obstacles. |
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| Beat 'em up/Hack and Slash |
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| games that have an emphasis on one-on-many close quarters combat, beating large numbers of computer-controlled enemies. |
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| subgenre of action game. These games involve traveling between platforms by jumping, swinging, or bouncing. |
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| focuses primarily on combat involving projectile weapons, such as guns and missiles. |
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| variations on the first- and third-person shooter genre, which focuses on realism and emphasizes tactical play such as planning and teamwork. |
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| Third-person shooter (3ps or TPS) |
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| emphasizes shooting and combat from a camera perspective in which the player character is seen at a distance. This perspective gives the player a wider view of their surroundings. |
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| combines elements of their two component genres, typically featuring long-term obstacles that must be overcome using a tool or item as leverage (which is collected earlier), as well as many smaller obstacles almost constantly in the way, that require elements of action games to overcome. |
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| focus on fear and attempt to scare the player via traditional horror fiction elements such as atmospherics, death, the undead, blood and gore. |
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| manner of gameplay without reflex challenges or action. They noramlly require the player to solve various puzzles by interacting with people or the environment, most often in a non-confrontational way. |
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| focus on gameplay requiring careful and skillful thinking and planning in order to achieve victory. |
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| subgenre of strategy games that emphasize strategic or tactical warfare on a map. |
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| genre of video games which attempt to provide the player with a realistic interpretation of operating various kinds of vehicles. |
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| typically place the player in the driver's seat of a high-performance vehicle and require the player to race against other drivers or time. |
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| most commonly challenge the player to follow sequences of movement or develop specific rhythms. |
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| games developed specifically for multiplayer games between many players. Often have a variety of different types of mini-games that range between collecting more of a certain item than other players or having the fastest time at something. |
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| require the player to solve logic puzzles or navigate complex locations such as mazes. |
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| emulate the playing of traditional physical sports |
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| growing in popularity, especially on mobile phones where people may only have a few minutes to play the game. |
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| have very simple rules or play technologies and a very low degree of strategy. They also require no long-term time commitment or special skills to play. |
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| as the name implies, attempt to teach the user using the game as a vehicle. |
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| a video game that provides exercise. |
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| Created Warcraft, Released in 1994, Starcraft released in 1998, Diablo released 1996. Located in Irvine, CA, Austin, TX, Mexico City, Belize, France, Seoul, Korea, Cork, Ireland, Taipei, Taiwan, Singapore. |
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MassEffect, DragonAge, Star Wars: Knights of the Old Republic. Located: Edmond, AB,CA. Montreal, QC,CA. Galway, Ireland. Fairfax, VA. Austin, TX. |
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Located in Shinjuku, Japan. Has a new studio in El Segundo, CA. Games: Final Fantasy, Kingdom Hearts, Dragon Quest. Uses Maya and Cryengine 3 |
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Located in Bellevue, Wa. Created: Half Life, Team Fortress 2, Left for Dead. Employs the game designer of Portal. |
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Bellevue, WA. Created Halo Series. Created by two guys, Jason and Alex, in their basement. |
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Rockville, MD. Created Elder Scrolls series and Fallout 3. |
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Located in Taiwan, China, Japan, UK, Korea, and US. Games: City of Heroes, Aion, Guild Wars |
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Seattle, WA Uses CryEngine3. In the works on a Zombie Console MMO. |
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Located in Sweden. Founded in 2006. Uses HPL Engine on Penumbra (2007) and Amnesia (2010). |
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