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Game Design

Sourced game design reference: history, people and documented cultural context.

Editorial graphic for: Simultaneous action selection: History and Key Facts

Simultaneous action selection: History and Key Facts

Simultaneous action selection, or SAS, is a game mechanic that occurs when players of a game take action (such as moving their pieces) at the same time.

Editorial graphic for: Technology tree: History and Key Facts

Technology tree: History and Key Facts

In strategy games, a technology, tech, or research tree is a hierarchical visual representation of the possible sequences of upgrades a player can unlock (most typically representing the research

Editorial graphic for: Procedural rhetoric: History and Key Facts

Procedural rhetoric: History and Key Facts

Procedural rhetoric or simulation rhetoric is a rhetorical concept that explains how people learn through the authorship of rules and processes.

Editorial graphic for: Lusory attitude: History and Key Facts

Lusory attitude: History and Key Facts

Lusory attitude is the psychological attitude required of a player entering into the play of a game.

Editorial graphic for: Affinity space: History and Key Facts

Affinity space: History and Key Facts

An affinity space is a place where learning happens.

Editorial graphic for: Yellow paint in video games: History and Key Facts

Yellow paint in video games: History and Key Facts

In video game design, yellow paint (also the subject of the yellow paint debate or discourse) is the use of clearly visible markers in level design to hint to players where to go or what to do, s

Editorial graphic for: Vertically scrolling video game: History and Key Facts

Vertically scrolling video game: History and Key Facts

A vertically scrolling video game or vertical scroller is a video game in which the player views the field of play principally from a top-down perspective, while the background scrolls from the t

Editorial graphic for: Toys-to-life: History and Key Facts

Toys-to-life: History and Key Facts

Toys-to-life is a video game feature using physical figurines or action figures to interact within the game.

Editorial graphic for: Sprite (computer graphics): History and Key Facts

Sprite (computer graphics): History and Key Facts

In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game.

Editorial graphic for: Side-scrolling video game: History and Key Facts

Side-scrolling video game: History and Key Facts

A side-scrolling video game (alternatively side-scroller) is a video game viewed from a side-view camera angle where the screen follows the player as they move left or right.

Editorial graphic for: Skybox (video games): History and Key Facts

Skybox (video games): History and Key Facts

A skybox is a method of creating backgrounds to make a video game level appear larger than it really is.

Editorial graphic for: Scrolling: History and Key Facts

Scrolling: History and Key Facts

In computer displays, filmmaking, television production, video games and other kinetic displays, scrolling is sliding text, images or video across a monitor or display, vertically or horizontally

Editorial graphic for: Video game music: History and Key Facts

Video game music: History and Key Facts

Video game music (VGM) is the soundtrack that accompanies video games.

Editorial graphic for: Parallax scrolling: History and Key Facts

Parallax scrolling: History and Key Facts

Parallax scrolling is a technique in computer graphics where background images move past the camera more slowly than foreground images, creating an illusion of depth in a 2D scene of distance.

Editorial graphic for: Loot box: History and Key Facts

Loot box: History and Key Facts

In video games, a loot box (also called a loot crate or prize crate) is a consumable virtual item which can be redeemed to receive a randomised selection of further virtual items, or loot, rangin

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Loading screen: History and Key Facts

A loading screen is a screen shown by a computer program, very often a video game, while the program is loading (moving program data from the disk to RAM) or initializing.

Editorial graphic for: Lag (video games): History and Key Facts

Lag (video games): History and Key Facts

In computers, lag is delay (latency) between the action of the user (input) and the reaction of the server supporting the task, which has to be sent back to the client.

Editorial graphic for: Game feel: History and Key Facts

Game feel: History and Key Facts

Game feel is the intangible, tactile sensation experienced when interacting with video games.

Editorial graphic for: Game design document: History and Key Facts

Game design document: History and Key Facts

A game design document (GDD) is a highly descriptive living software design document of the design for a video game.

Editorial graphic for: Video Game Design: Theory: An Open Learning Guide

Video Game Design: Theory: An Open Learning Guide

In this chapter we will go over some theories of game design which are not officially recognized but are reasonable and can be proven. If these theories are correct then it will make designi

Editorial graphic for: Video Game Design: Structure: An Open Learning Guide

Video Game Design: Structure: An Open Learning Guide

Though there are many different types of video games, there are a few properties that are constants: Every game requires at least one player, every game gives the player at least one challen

Editorial graphic for: Video Game Design: Programming: Selecting the Hardware: An Open Learning Guide

Video Game Design: Programming: Selecting the Hardware: An Open Learning Guide

To develop a game you may need not only qualified personal is special tasks, like graphics designers but you will have also to consider the software for editors (for creating things such as

Editorial graphic for: Video Game Design: Programming: Reality Simulation: An Open Learning Guide

Video Game Design: Programming: Reality Simulation: An Open Learning Guide

Having the game include small, even if repetitive details will provide a richer experience, be it a gush of wind, a dust mote, flies over a trashcan, a leaf floating in the wind can be as po

Editorial graphic for: Video Game Design: Programming: Framework: Procedural Content Generation: An Open Learning Guide

Video Game Design: Programming: Framework: Procedural Content Generation: An Open Learning Guide

The concept is defined as the process of procedurally generating any type of 2D/3D geometry, textures, scripts or sound, even using a randomization seed. To date this technique is primarily

Editorial graphic for: Video Game Design: Programming: Framework: AI: An Open Learning Guide

Video Game Design: Programming: Framework: AI: An Open Learning Guide

Artificial intelligence is what make your game world come alive and gives your in-game creatures a mind of their own. AI also allows the difficulty of the game to change either by having a u

Editorial graphic for: Video Game Design: Programming: Framework: 2D vs 3D: 3D Engine: An Open Learning Guide

Video Game Design: Programming: Framework: 2D vs 3D: 3D Engine: An Open Learning Guide

If the game requires a 3D environment, it signifies that it will use a 3D view that is characterized by the use of polygon based graphics. Polygons are flat shapes and in a low count (low re

Editorial graphic for: Video Game Design: Programming: Framework: 2D vs 3D: An Open Learning Guide

Video Game Design: Programming: Framework: 2D vs 3D: An Open Learning Guide

Graphics is the common name for the visual presentation of the game environment and its components. Creating the visual environment begins generally with the concept artist, that in accordan

Editorial graphic for: Video Game Design: Programming: Framework: An Open Learning Guide

Video Game Design: Programming: Framework: An Open Learning Guide

A game's framework is basically all the programming that goes into the creation of the game but does not directly implement any of the gameplay. This can be the code that manages the display

Editorial graphic for: Video Game Design: Process: An Open Learning Guide

Video Game Design: Process: An Open Learning Guide

Before you consider implementing your design one thing that you should ponder as you consider implementation is how costly it will be, in time and money. You can monetize you game design (co

Editorial graphic for: Video game art design: History and Key Facts

Video game art design: History and Key Facts

Video game art design is a subset of game development involving the process of creating the artistic aspects of video games.

Editorial graphic for: Free-to-play: History and Key Facts

Free-to-play: History and Key Facts

Free-to-play (F2P or FtP) video games are games that give players access to a significant portion of their content for free.

Editorial graphic for: Cutscene: History and Key Facts

Cutscene: History and Key Facts

A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay.

Editorial graphic for: Cooperative video game: History and Key Facts

Cooperative video game: History and Key Facts

A cooperative video game, often abbreviated as co-op video game, is a video game that allows players to work together as teammates, usually against one or more non-player character opponents (PvE

Editorial graphic for: Console (computer games): History and Key Facts

Console (computer games): History and Key Facts

A console is a command line interface where the personal computer game's settings and variables can be edited while the game is running.

Editorial graphic for: CG artist: History and Key Facts

CG artist: History and Key Facts

CG artists (also known as computer graphics artists) create 2D and 3D art, usually for cinema, advertising or animation movies.

Editorial graphic for: Video Game Design: Introduction: What is a video game: An Open Learning Guide

Video Game Design: Introduction: What is a video game: An Open Learning Guide

It's a good question, and a common question, one that you can spend a great deal of time arguing over. The definition, conscious or not, will influence how one decides to design a game. So i

Editorial graphic for: Video Game Design: Introduction: Rat race: An Open Learning Guide

Video Game Design: Introduction: Rat race: An Open Learning Guide

In today's world no one does large commercial level games just for fun any more, especially in the PC architecture (or at least we rarely learn more about those crazy people after the beta s

Editorial graphic for: Video Game Design: Introduction: An Open Learning Guide

Video Game Design: Introduction: An Open Learning Guide

Video games have many different forms, from old arcade games to small hand held devices, simple flash games you play online to the newest hit for one of the big names in the industry that ca

Editorial graphic for: Video Game Design: Game content: An Open Learning Guide

Video Game Design: Game content: An Open Learning Guide

The importance of having a good portfolio of conceptual art in the early steps of game implementation is extremely important not only to permit a richer visualization of the concept but to c

Editorial graphic for: Video Game Design: Distribution: An Open Learning Guide

Video Game Design: Distribution: An Open Learning Guide

With the advent of full digital distribution, allied to the pay-to-play meme born in the WEB and extended into a art form in Massively multi-player on-line games, the concepts fast overtook