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.