Glossary reference

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.