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
| Approach | Replayability | Control | Dev Cost |
|---|---|---|---|
| Procedural | Very high | Low | Medium |
| Handcrafted | Low | Very high | High |
Most modern indie games combine both: procedural structure + handcrafted content nodes.
Economy Design Mistakes
- Inflation: players accumulate so much currency it loses meaning
- Scarcity collapse: essential items too rare to find normally
- Pay-to-win: real money buys power, not cosmetics
A healthy game economy feels like challenge, not grind.
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In this module
Game Mechanic
Core Loop
Meta-game
Procedural Generation
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