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Common Terms
Game Design & Dev Terms
12 min
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Common Terms · Masters

Game Design & Dev Terms

Mechanics · loops · procedural generation · assets — the vocabulary of game creation
12 min read+100 XP on completionCert: Common Terms & Systems
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Game Design & Dev Terms

Every game you have ever played is a system. Once you see the systems, you cannot unsee them.

The Core Loop Governs Everything

Every successful game has a loop players want to repeat:

  • Shooter: engage, eliminate, loot, upgrade
  • RPG: explore, fight, level up, explore more
  • Puzzle: see problem, experiment, solve, feel clever

The loop must be satisfying at the micro-level (individual interactions) and the macro-level (session to session).

Game Feel: The Invisible Quality

Game feel is what separates a technically functional game from one that players describe as "juicy" or "tight." It comes from:

  • Input latency (under 16ms is imperceptible)
  • Visual feedback (particles, screen shake, flash)
  • Sound design (hits that sound impactful)
  • Camera response (follows action with the right weight)

Add screen shake to a jump. Immediately feels better. This is not a graphic — it is physics.

Procedural Generation vs. Handcrafted Design

ApproachReplayabilityControlDev Cost
ProceduralVery highLowMedium
HandcraftedLowVery highHigh

Most modern indie games combine both: procedural structure + handcrafted content nodes.

Economy Design Mistakes

  1. Inflation: players accumulate so much currency it loses meaning
  2. Scarcity collapse: essential items too rare to find normally
  3. Pay-to-win: real money buys power, not cosmetics

A healthy game economy feels like challenge, not grind.

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