Glossary reference

Game Development glossary

A neutral KnowledgeAtlas glossary reference for Game Development.

How to use this glossary

This glossary introduces working vocabulary used in game development. Definitions are intentionally concise and should be read with the linked full articles, where context, trade-offs, and limitations are explained.

Architecture

In game development, architecture describes a structured way to organize responsibilities and relationships. The exact meaning depends on the system boundary and the people using it.

Asset

In game development, asset describes an element used within a wider technical or creative process. The exact meaning depends on the system boundary and the people using it.

Boundary

In game development, boundary describes a reviewable stage or rule that helps teams coordinate work. The exact meaning depends on the system boundary and the people using it.

Component

In game development, component describes a structured way to organize responsibilities and relationships. The exact meaning depends on the system boundary and the people using it.

Dependency

In game development, dependency describes an element used within a wider technical or creative process. The exact meaning depends on the system boundary and the people using it.

Framework

In game development, framework describes a reviewable stage or rule that helps teams coordinate work. The exact meaning depends on the system boundary and the people using it.

Interface

In game development, interface describes a structured way to organize responsibilities and relationships. The exact meaning depends on the system boundary and the people using it.

Iteration

In game development, iteration describes an element used within a wider technical or creative process. The exact meaning depends on the system boundary and the people using it.

Lifecycle

In game development, lifecycle describes a reviewable stage or rule that helps teams coordinate work. The exact meaning depends on the system boundary and the people using it.

Model

In game development, model describes a structured way to organize responsibilities and relationships. The exact meaning depends on the system boundary and the people using it.

Pipeline

In game development, pipeline describes an element used within a wider technical or creative process. The exact meaning depends on the system boundary and the people using it.

Protocol

In game development, protocol describes a reviewable stage or rule that helps teams coordinate work. The exact meaning depends on the system boundary and the people using it.

Repository

In game development, repository describes a structured way to organize responsibilities and relationships. The exact meaning depends on the system boundary and the people using it.

Runtime

In game development, runtime describes an element used within a wider technical or creative process. The exact meaning depends on the system boundary and the people using it.

Validation

In game development, validation describes a reviewable stage or rule that helps teams coordinate work. The exact meaning depends on the system boundary and the people using it.

Related articles

Demo reference entry for layout testing only. No invented publication is presented as a source.