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Video Game Design Foundations Video Game Design Foundations
perception: Observation or sensing of
something. (11)
perk: Attribute locked at the beginning
of the game, but unlocked as the game
progresses. (2)
persistence: To continue to exist. (11)
perspective: Point of view from which the
game action is viewed. (5)
physical simulation: Contains devices that
are substitutes for real devices; takes the
place of a real object or system. (13)
physical timing: Matching the time for
animated events with real-world events. (11)
physics: Science fi eld involving the study of
matter and motion. (12)
physiology: Physical shape, characteristics,
and traits of a character. (2)
piracy: Illegal copying or distribution of
copyrighted material such as a video game; a
form of theft. (1)
pitch document: Document used to sell a
game idea to a video game publisher or the
decision makers at a game studio. (1)
pixel shading: Use of lighter and darker
colors, or changes in value, to create light and
shadow. (9)
placeholder: Substitute for the asset that is
being created. (8)
platform: Device on which a game will be
played. (1)
playability attribute: Helps the player
recognize each puzzle piece and maneuver it
into place. (7)
playability testing: Testing to check if the
level diffi culty is appropriate for a human
player, make sure the story fl ows, and verify
that objectives can be achieved. (1)
player character (PC): In-game character
who is controlled by the player. (2)
player-centric design: Understanding the
player and centering the game design on what
the player wants and needs. (4)
player-designed avatar: Avatar created by the
player. (2)
player-select avatars: Player can choose from
a set of avatars; selection has no impact on
the gameplay, but refl ects the player’s mood
or personality. (2)
plot: Plan or map for a story. (3)
plug-in: Software that enhances another
program by extending its capabilities. (8)
point light: Light source that illuminates
in all directions, like a common household
lightbulb. (10)
polycount: Number of 2D faces (polys) used
to create the 3D mesh model. (10)
pop screen: Placed in front of a microphone
to diffuse air pressure created by a voice. (8)
porting: Converting a game from one
platform to another. (1)
pose-to-pose action: Refers to planning the
motion for a scene based on key points at
which certain motion must happen. (11)
positive space: Area or volume occupied by
primary objects. (9)
post production: Testing, tuning, and
distribution. (1)
potential energy: Stored energy. (11)
predevelopment tool: Document or other
item used before the project is approved for
design. (3)
preloading: Sound sample is loaded into a
computer memory before it plays. (8)
preproduction: Concept elaboration and
prototyping. (1)
presentation: How art will be viewed or
experienced. (9)