Game Production glossary
A neutral KnowledgeAtlas glossary reference for Game Production.
How to use this glossary
This glossary introduces working vocabulary used in game production. Definitions are intentionally concise and should be read with the linked full articles, where context, trade-offs, and limitations are explained.
Architecture
In game production, 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 production, 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 production, 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 production, 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 production, 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 production, 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 production, 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 production, 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 production, 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 production, 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 production, 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 production, 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 production, 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 production, 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 production, 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.