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Glossary
chiaroscuro: Describes how value is used
to create the illusion of depth, shape, and
shadow. (9)
chorus: Similar to reverb except it adds a
delay to the sound to simulate more than one
sound source. (8)
chroma keying: Removing a specified
color, usually chroma green or blue, from a
photograph or video. (11)
circular logic: Solution keeps changing
the statement, which, in turn, changes the
solution. (7)
class variable: Umbrella device that contains
a nonspecific type of item and on which
operations can be performed. (12)
climax: Most dramatic part of a story; the
turning point in a story. (3)
clock rate: See clock speed. (4)
clock speed: Speed at which the computer
central processing unit (CPU) processes
instructions; also called clock rate. (4)
closed system: All material and energy of the
system are contained. (13)
closure: Sense of conclusion to a game and
its story. (4)
collision: Occurs when one game object
touches another game object. (12)
collision avoidance: Entity tries not to hit
items or stop. (13)
color model: Mixing base colors to create a
spectrum of colors. (9)
color palette: Standard set of colors used
throughout the game. (10)
combined arms: Combat strategy that uses
dissimilar assets to complement each other in
specialized units. (6)
comment: Used within the code itself to
identify and explain what a line or piece of
code is supposed to do. (12)
compatible: When things or people work well
together. (12)
competition model: How the player will
interact with the game to complete it. (5)
competitive NPC: Any non-player game
character who is attempting to stop the player
from completing an objective. (2)
compiler: Translates, or compiles, the
program into machine code. (12)
complexity: State of something being
intricate or complicated. (6)
composing: Creating music. (8)
composite sound: Several sound assets mixed
to render a single sound. (8)
computer simulation: Uses a computer to
imitate a physical system. (13)
concept art: Series of simple sketches
that show what a character or other major
game asset might look like; typically the
first iteration of the visual appearance of a
character, background, or other element of
the game. (2, 10)
concept artist: Team member strong in
creating new characters and objects that have
never existed before. (10)
confidentiality agreement: Contract that
states one cannot share any information
about the company or its products with any
other company. (10)
conflict strategy model: Requires players to
engage each other in conflict or battle. (6)
congruous characters: In-game characters
who look like they belong and fit the mood
and theme of the game. (2)
conservation of matter: All mass content
must be the same before and after an
interaction. (11)
context clue: Piece of information evaluated
within the surrounding environment. (2)