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