Lark Topics

: Gaming Glossary

Explore Lark's comprehensive gaming glossary featuring essential terms and definitions crucial for navigating the complexities. Empower yourself with knowledge to make informed decisions in the dynamic world of gaming.

A
54
Achievement Hunting
Acquisition Strategy
Actions Per Minute (APM)
Ad Impressions
Ad Monetization
Ad Revenue
Ad Spend
Adaptive Difficulty
Adaptive Music
Adaptive Soundtrack
Adaptive Triggers
Advergaming
Advergaming Campaigns
Affiliate Agreements
Affiliate Marketing
Affiliate Networks
Agile Development
Agile Methodology
AI Behavior Trees
AI-Driven Game Design
Aim Assist
Aim Bot
Algorithm Optimization
Alpha Build
Alpha Release
Alpha Testing
Alternate Reality Game (ARG)
Analytics
Analytics Dashboard
Animation Blending
Animation Rigging
Annual Revenue
Anti-Cheat Systems
Anti-Piracy Measures
AR (Augmented Reality) Experiences
Arcade Mode
Area Of Effect (AOE)
ARPU (Average Revenue Per User) Analysis
Art Direction
Artificial Intelligence (AI)
Artificial Intelligence (AI) Pathfinding
Asset Creation
Asset Management
Asynchronous Multiplayer
Asynchronous Play
Atmospheric Audio
Audio Mixing
Augmented Reality (AR) Integration
Auto Save
Auto-Attack (AA)
Auto-Battler
Auto-Run
Average Revenue Per User (ARPU)
Away From Keyboard (AFK)
B
36
Backend Development
Background Music (BGM)
Backlog Grooming
Ban Phase
Banhammer
Battle Pass
Battle Royale
Behind-The-Scenes Content
Benchmarking
Best-Of Series
Beta
Beta Access Preorders
Beta Test
Beta Testing Campaigns
Biometric Gaming
Block
Blockchain Gaming
Boss Fight
Bracket Reset
Branching Narrative
Brand Ambassadors
Brand Extension
Brand Integration
Brand Loyalty Programs
Brand Partnership
Branded Content
Buff
Bug
Bug Fixing
Build Automation
Built-In Tutorials
Burst Damage
Business Analytics
Business Development
Business Model Innovation
Buy-To-Play (B2P)
C
75
Campaign Mode
Canonical Ending
Capital Investment
Capture The Flag (CTF)
Caster (Commentator)
Casual Gaming
Championship Bracket
Channel Distribution
Character Animation
Character Design
Character Progression
Character Rigging
Character Sheet
Checkpoint
Chiptune
Churn Rate
Cinematic Trailer
Cinematics
Clan Wars
Classic Mode
Clicker Games
Closed Alpha
Closed Betas
Closed Ecosystem
Cloud Computing
Cloud Gaming
Cloud-Based Saving
Clutch Play
Co-Op
Coaching Staff
Code Repository
Collision Detection
Combat Mechanics
Combo
Community Building
Community Management
Competitive Analysis
Competitive Balance
Consumer Insights
Consumer Lifecycle
Content Creator Partnerships
Content Licensing
Content Marketing
Content Pipeline
Content Subscription Services
Content Update
Conversion Funnel
Conversion Rate
Cooldown
Core Gameplay Loop
Corporate Sponsorship
Cost Per Acquisition (CPA)
Cost Per Click (CPC)
Cost Per Install (CPI)
Cost Per Mille (CPM)
Counterattack
Crafting
Creative Director
Critical Hit
Criticism And Feedback
Cross-Platform Development
Cross-Promotion
Cross-Selling
Crowd Control (CC)
Crowd Favorite
Crowdfunding
Crunch Time
Custom Avatars
Customer Acquisition Cost (CAC)
Customer Feedback Loop
Customer Journey Mapping
Customer Retention
Customer Segmentation
Cutscene Creation
Cutscene Editor
D
39
Daily Quests
Damage Over Time (DOT)
Damage Per Second (DPS)
Data Asset Management
Data-Driven Design
Data-Driven Marketing
Debuff
Debug Console
Debugging
Dedicated Servers
Defensive Tactics
Developer Conference
Developer Diaries
Development Milestone
Dialogue Tree
Digital Distribution
Digital Downloads
Digital Marketplaces
Digital Rights Management (DRM)
Digital Storefronts
Direct Control
Directional Audio
Disposable Income
Distribution Rights
Dodge
Double Elimination
Double Jump
Download Queue
Downloadable Content (DLC)
Draft Phase
Drop Shot
Dual Wielding
Dynamic Difficulty Adjustment
Dynamic Lighting
Dynamic Loading
Dynamic Music
Dynamic Pricing
Dynamic Scaling
Dynamic Weather Systems
E
37
E-Commerce Integration
Early Access
Early Adopter
Earnings Report
Economy Balancing
ELO Hell
Emergent Gameplay
Emerging Markets
Emote
Emotional Design
End User License Agreement (EULA)
Endgame Content
Energy Meter
Engagement Metrics
Environment Art
Environmental Design
Environmental Storytelling
Esports
Esports Arena
Esports Athlete
Esports Coaching
Esports Contracts
Esports Organization
Esports Sponsorships
Esports Team
Ethical Monetization
Event Scripting
Event-Exclusive Content
Exclusive In-Game Items
Exclusive Licensing
Exclusive Skins
Exit Strategy
Expansion Pack
Expansion Strategy
Experience Points (XP)
Exploration Mode
Extreme Sports Games
F
22
Facial Animation
Facial Recognition
Fan Engagement
Fan-Made Content
Fantasy Sports
Finisher
First-Person Perspective
Fixed Camera Angle
Fog Of War
Foley
Force Feedback
Frame Data
Frame Rate
Frames Per Second (FPS)
Franchise Leagues
Free Agent
Free For All (FFA)
Free To Play (F2P)
Freelance Development
Freemium Model
Frontend Development
Funding Rounds
G
55
Gacha
Game Archives
Game As A Service (GaaS)
Game Balancing
Game Cinematics
Game Design Document (GDD)
Game Development Kit (GDK)
Game Economy
Game Engine
Game Guides
Game Localization
Game Lore
Game Mechanic
Game Mods
Game Narrative
Game Pacing
Game Physics Optimization
Game Preservation
Game Reviews
Game Sense
Game State
Game Theme
Game Trailers
Game World
Game-Winning Play
Gamefeel
Gameplay Iteration
Gameplay Scripting
Gamification
Gank
Ganking
Gear Progression
Generation Loss
Gesture Recognition
Ghosting
Glitch
Glossary Of Terms
Go-To-Market Strategy
Goal-Oriented Design
Gold Farming
Gold Master
Good Game (GG)
Good Game Easy (Gg Ez)
Graphics Optimization
Grapple
Griefing
Grind
Grinding
Gross Merchandise Value (GMV)
Gross Profit Margin
Group Stage
Growth Hacking
GUI Development
Guild
Guild Leader
H
9
Hard Carry
Head Tracking
Health Bar
High Dynamic Range (HDR)
High Frame Rate (HFR)
Hit Detection
Hitbox
Hotfix
HUD Elements
I
21
Immersive Experiences
In-App Advertising
In-App Purchases (IAP)
In-Game Advertising
In-Game Currency
In-Game Economy Management
In-Game Leader (IGL)
In-Game Purchases
Industry Trends
Influencer Marketing
Influencer Partnerships
Input Handling
Input Lag
Intellectual Property (IP)
Intellectual Property Management
Interactive Storytelling
Intuitive Controls
Inventory Management
Investment Portfolio
Item Drop
Itemization
J
2
Joint Ventures
Juke
K
7
Kill Streak
Kill/Death Ratio (K/D Ratio)
Killcam
King Of The Hill (KOTH)
Kiting
Knowledge Base
KPI (Key Performance Indicators)
L
24
Laning Phase
Leaderboards
Lean Development
Level Design
Level Of Detail (LOD)
Level Scripting
Level Up
Licensing Deals
Lifetime Value (LTV)
Light Mapping
Lighting Design
Limit Break
Limited Editions
Live Events
Live Operations (LiveOps)
Live Service Game
Load Balancing
Lobby
Local Co-Op
Localization
Localization Testing
Loot Box
Loot Drop
Loot System
M
53
Machine Learning Applications
Macro Play
Major Tournament
Mana
Manual Save
Map Veto
Market Analysis
Market Expansion
Market Penetration
Market Research
Market Segmentation
Marketing Funnel
Marketplace Integration
Massive Online Battle Arena (MOBA)
Massively Multiplayer Online (MMO)
Massively Multiplayer Online Role-Playing Game (MMORPG)
Match Fixing
Match Three
Match-Three Puzzle
Matchmaking
Melee Attack
Memory Management
Merchandising
Merchandising Strategy
Mesh Optimization
Meta
Meta Game
Meta Progression
Meta Shift
Metadata
Micro Play
Microphone Integration
Microtransactions
Milestone
Mission Pack
Mobile Gaming
Modding Community
Modular Design
Monetization Models
Monetization Strategy
Monthly Active Users (MAU)
Most Valuable Player (MVP)
Motion Blur
Motion Capture
Motion Design
Motion Sickness
Mount
Mount And Blade
Multiplayer And Online Terms
Multiplayer Balancing
Multiplayer Matchmaking
Multiplayer Modes
Multithreading
N
16
Narrative Arc
Narrative Branching
Narrative Design
Narrative Driven
Narrative Scripting
Native Advertising
Nerf
Network Coding
Network Latency Optimization
Network Optimization
Network Security
Non-Playable Character (NPC)
Non-Player Character (NPC)
Noob/Newb
Nostalgia Gaming
NPC Behavior
O
14
Objectives
Online Distribution
Online Gaming
Online Qualifier
Open Betas
Open-World Exploration
Optimal Path
Optimization Pass
Organic Growth
Out-Of-Bounds Area
Over-The-Top (OTT)
Overdrive
Overpowered (OP)
Overtime
P
75
Parental Controls
Parry
Particle Editor
Particle Effects
Particle System
Partnership Agreements
Party System
Patch
Patch Management
Patch Notes
Pathfinding
Pay To Win (P2W)
Payment Gateway
Peer-To-Peer (P2P)
Penta Kill
Perfect Guard
Performance Indicators
Performance Marketing
Performance Profiling
Persistent World
Physical Distribution
Physics Debugging
Physics Engine
Physics-Based Animation
Pick Phase
Pipeline Automation
Platform Exclusivity
Platform Wars
Play-In Stage
Player Acquisition
Player Analytics
Player Engagement Metrics
Player Housing
Player Interaction
Player Matchmaking
Player Monetization
Player Retention
Player Retention Rate
Player Statistics
Player Vs Player (PvP)
Player Vs Player Vs Environment (PVPVE)
Player Vs. Environment (PVE)
Playstyle
Playtest Feedback
Playtesting
Pogchamp (Pog)
Point-And-Click
Post-Apocalyptic Setting
Post-Game Analysis
Post-Launch Support
Power-Up
Pre-Production
Premium Model
Press Releases
Price Adjustments
Pricing Strategy
Pro Scene
Procedural Animation
Procedural Generation
Procedural Storytelling
Procedural Textures
Procedure (Proc)
Product Lifecycle Management
Production Pipeline
Professional Gaming
Profit And Loss (P&L) Statement
Progression System
Project Management
Promotional Campaigns
Prototype
Public Relations (PR)
Public Relations Campaigns
Publisher Agreements
Purchasable Content
Puzzle-Solving
Q
8
Quality Assurance (QA)
Quality Gate
Quality Of Life (QOL) Improvements
Quest Design
Quest Log
Quick Reflexes
Quick Save
Quick Time Event (QTE)
R
36
Ragdoll Physics
Raid
Raid Boss
Raid Instance
Random Number Generator (RNG)
Ranged Attack
Ray Tracing
Real-Time Feedback
Real-Time Multiplayer Synchronization
Real-Time Ray Tracing
Real-Time Rendering
Real-Time Strategy (RTS)
Referral Programs
Regional Pricing Strategies
Regional Tournaments
Render Pipeline
Replayability
Respawn
Retail Marketing
Retail Partnerships
Retention Rate
Retro Gaming
Return On Investment (ROI)
Returning Player Bonuses
Revenue Diversification
Revenue Growth
Revenue Model
Revenue Sharing
Revenue Streams
Roadmap
Roguelike
Role-Playing Game (RPG)
Root
Roster Lock
Royalty
Royalty Agreements
S
82
Sales Conversion Rate
Sales Funnel
Sales Projections
Salty
Sandbox Mode
Save Point
Scene Management
Scrimmage (Scrim)
Scrum
Season Pass
Seasonal Content
Seasonal Events
Seasonal Marketing
Secondary Market
Seed (Tournament Seeding)
Server Maintenance
Server Stability
Session-Based Gameplay
Shader
Shader Development
Shader Programming
Shaders
Shareware
Shooter Mechanics
Shoutcaster
Side Quests
Skeleton Animation
Skill Ceiling
Skill Check
Skill Shot
Skill Tree
Skill-Based Matchmaking (SBMM)
Smurf
Smurfing
Social Features
Social Interaction
Social Media Marketing
Social Networking
Social Play
Soft Launch
Solo Queue
Sound Design
Sound Engineering
Soundtrack
Soundtrack Composition
Spawn Point
Special Move
Spectator Mode
Speedrun
Speedrunning Community
Split Push
Split-Screen
Sponsorship Deal
Sponsorship Deals
Sponsorship Opportunities
Sprint
Sprint Planning
Squad-Based Gameplay
Staggered Release
Stamina System
Stat Tracking
Stealth Kill
Stereoscopic Rendering
Storyboarding
Strategy Guides
Streamer
Streamer Culture
Streamer House
Streamer Rage
Streaming Platforms
Streaming Rights
Stun
Subathon
Subscription Fees
Subscription Model
Subscription Revenue
Substitute Player
Success Metrics
Surface Shading
Survival Mode
Synchronous Play
System Requirements
T
33
Tactical Gameplay
Target Market Analysis
Targeted Advertising
Taunt
Team Captain
Team Composition
Team Deathmatch (TDM)
Team Synergy
Technical Director
Test Automation
Texture Atlas
Texture Baking
Texture Mapping
Texture Streaming
Third-Party Distribution
Third-Person Perspective
Tilt
Tilt-Proof
Time-Limited Events
Time-To-Kill (TTK)
Toggle
Toolchain Integration
Tournament Circuit
Toxic
Toxic Behavior
Triple Kill
Triple-A (AAA) Games
Trophy Hunting
Trophy Lift
Troubleshooting
Tutorial Mode
Twitch
Two-Factor Authentication (2FA)
U
22
UI Animation
UI/UX Design (User Interface/User Experience)
Underperforming
Up-Selling
Upper Bracket
User Acquisition
User Acquisition Cost (UAC)
User Acquisition Strategy
User Churn Rate
User Demographics
User Demographics Analysis
User Engagement
User Engagement Strategy
User Feedback Integration
User Flow Testing
User Interface (UI)
User Journey
User Monetization Strategy
User Retention Strategies
User Reviews
User Testing
User-Generated Content (UGC)
V
19
Value Proposition
Variable Refresh Rate (VRR)
Venture Capital Funding
Vertex Animation
Vertical Integration
Vertical Slice
Video Game Marketing
Viewership Metrics
Viral Marketing
Virtual Console
Virtual Goods
Virtual Goods Economy
Virtual Reality (VR) Headset
Virtual Reality (VR) Integration
Visual Scripting
Voice Acting
Voice Recognition
Voice-Over Recording
Volumetric Lighting
W
9
Walkthrough
Wall Jump
Water Simulation
Weekly Updates
Whale
Wildcard Spot
Winning Streak
Workflow Optimization
Workflow Refinement
X
3
XP Boost
XP Grind
XP Lead
Y
2
Year-Over-Year (YoY) Growth
YouTube Gaming
#
2
3D Modeling
3D Rendering Techniques
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