Black Ops 3 Glossary

Use Ctrl+F to search for many different terms & what they mean

A

  • AI : Artificial Intelligence - the behavior of non-player characters (NPCs) controlled by the game.
  • AI Pathfinding : The process by which AI-controlled entities (zombies) navigate the map, avoiding obstacles and reaching their targets.
  • Action Cam : A camera mode that dynamically follows and frames the player character during intense action sequences.
  • Actor (AI) : The system responsible for dynamically controlling the spawning, behavior of AI-controlled entities (zombies) in the map.
  • Aim Assist : A gameplay feature that automatically adjusts the player's aim to assist in targeting enemies.
  • Alpha Channel : An additional channel in a texture or image that controls transparency or opacity.
  • Ambient Occlusion : A shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting.
  • Ambient Sound : Background sound effects or environmental noises that enhance the atmosphere of the game world.
  • Animation : A sequence of images or frames that creates the illusion of motion when played in sequence.
  • Animation Rig : A skeleton or framework used to animate characters or objects within the game world.
  • Area Trigger : A trigger zone within the game world that activates events or behaviors when the player enters or exits it.
  • Asset : Any item or object within the game world, such as models, textures, sounds, or scripts.
  • Asset Bundle : A collection of assets bundled together for easy distribution and management.
  • Attachment : An additional item or feature that can be added to a weapon in the game.
  • Audacity : A free sound (audio) editing tool often used to make/modify sounds for the game Download
  • Audio Mixer : A tool used to adjust and control the volume levels and properties of different audio sources within the game.

B

  • BO3 Mod Tools : The official modding tools released by Treyarch for creating custom maps and content for Call of Duty: Black Ops 3.
  • Backface Culling : A rendering optimization technique that omits rendering of polygons facing away from the camera, improving performance.
  • Baked Lighting : Lighting that is permanent and cooked into the environment, as apposed to dynamic or fx based lighting, it is cheaper but cannot move.
  • Barrier : An object or structure in the map that blocks the movement of players or zombies, typically requiring points or actions to open. targetname: zombie_debris
  • Behavior Tree : A hierarchical model used in AI programming to define and control the behavior of NPCs.
  • Blend Shape : A technique used in character animation to smoothly transition between different facial expressions or poses.
  • Blueprint : A visual representation or plan of a level or map layout.
  • Blueprint Scripting : A visual scripting system used in game development engines to create gameplay logic and interactions.
  • Boss Battle : An intense and challenging encounter with a powerful enemy character, typically occurring at the end of a level or mission.
  • Bot : A computer-controlled player character in a multiplayer game.
  • Bounding Box : A virtual box that surrounds an object or entity in the game world, used for collision detection and physics calculations.
  • Box Map : A simple map layout resembling a box, often used for testing or survival-style gameplay.
  • Breakable Object : An object within the game world that can be destroyed or damaged by the player's actions.
  • Brush : A basic building block used in level design, typically representing walls, floors, and ceilings.
  • Buyable Door : A door in the map that can be opened by players using in-game currency (points), allowing access to new areas.

C

  • CSC : Clientside code; one of the primary languages used by Black Ops 3 to code; CSC side handles all client side code (per player logic)
  • Capture Point : An objective within a multiplayer game mode where players must control or hold a specific location to earn points.
  • Caulk : A texture used to seal gaps or unseen areas in the map, optimizing performance and reducing rendering overhead.
  • Character Customization : A feature that allows players to modify the appearance or abilities of their in-game character.
  • Character Model : A 3D model representing a player character or NPC in the game.
  • Checkpoint : A predefined location within a level where the player's progress is saved, allowing them to respawn at that point if they die.
  • Cinematic Camera : A camera entity placed in the map that triggers a cinematic sequence or cutscene during gameplay.
  • Collision : The detection of when two objects in the game world come into contact with each other.
  • Collision Mesh : A simplified version of a 3D model used for collision detection within the game world.
  • Console : A command-line interface used for entering commands and executing scripts in the game engine.
  • Console Command : A command entered into the developer console to execute specific actions or access debug features within the game.
  • Controller Support : Compatibility with game controllers, allowing players to use devices such as gamepads or joysticks to play the game.
  • Crafting Table : An interactive object in the map that allows players to combine items or resources to create new weapons, tools, or power-ups.
  • Crawler : A type of zombie with reduced mobility, often used to manipulate zombie spawns or control gameplay pacing.
  • Crosshair : A graphical element on the screen that indicates where the player's weapon is aimed, used for targeting enemies.
  • Crouch : A player action that lowers the character's stance, typically providing better accuracy and making the character a smaller target.
  • Culling : Culling is the removal of objects in the scene (derender) to lighten the load on hardware and improve performance.
  • Custom Perk : A unique perk created by modders that provides players with special abilities or advantages in the map.
  • Custom Script : A piece of code written by a modder to add new functionality or modify existing behavior in the game.
  • Custom Texture : A texture created or modified by a modder to replace the default textures in the game.
  • Cutscene : A pre-rendered or scripted sequence that plays out like a movie, typically used to advance the game's story or provide context for gameplay events.

D

  • DLC : Downloadable Content - additional content for a game that can be purchased and downloaded separately.
  • Damage Over Time (DoT) : A status effect that causes continuous damage to a character or object over a period of time.
  • Deadzone : An area of limited or no response on a controller's analog sticks, used to prevent unintended input.
  • Death Barrier : An invisible boundary or trigger placed around the map perimeter that instantly kills players or zombies who fall or wander outside the play area. Is often a missing zone or zone that is too small.
  • Debug Mode : A mode in the game that provides additional tools and features for testing and troubleshooting.
  • Decal : A texture applied to surfaces in the game world to add detail, such as blood splatters or bullet holes.
  • Developer Console : A tool provided by the game developer for accessing advanced features and debugging.
  • Dialogue Tree : A branching conversation system used to present dialogue options to the player, allowing them to choose how the conversation progresses.
  • Difficulty Level : A setting that determines the overall challenge and complexity of the game, affecting factors such as enemy AI, player health, and resource availability.
  • Difficulty Scaling : A system that dynamically adjusts the difficulty of the map based on player performance, increasing or decreasing the challenge as needed.
  • Dismemberment : A visual effect where limbs or body parts are severed or torn off from characters or enemies in the game.
  • Dolly Camera : A camera that can be moved and controlled freely within the game world, often used for cinematic purposes.
  • Door Trigger : A trigger entity placed near a door in the map that activates when players approach, allowing interaction to open or close the door.
  • Draw Distance : The maximum distance at which objects and terrain are rendered and visible to the player.
  • Dynamic Lighting : A lighting technique that calculates light and shadow in real-time, allowing for more realistic lighting effects.
  • Dynamic Weather : A system that simulates changing weather conditions within the game world, such as rain, snow, or fog.

E

  • Easter Egg : A hidden or secret feature, message, or reference within the game, often discovered by observant players exploring the game world.
  • Electric Trap : A trap in the map that emits an electrical discharge, damaging or stunning zombies within its range.
  • Emitter : An object that generates particles, such as smoke, fire, or sparks, within the game world.
  • Entity : A game object that has a presence in the game world and can interact with other objects.
  • Entity Limit : The maximum number of entities allowed in the map at one time, such as zombies, weapons, or dynamic objects, often optimized to maintain performance.
  • Environment Artist : A member of the development team responsible for creating and designing the visual aspects of the game world, including terrain, vegetation, and architecture.
  • Environment Map : A texture used to simulate reflections on shiny or reflective surfaces in the game world.
  • Environmental Storytelling : The use of environmental details, props, and set pieces in the map to convey narrative elements, backstory, or hints to players.
  • Error Log : A file or record that stores information about errors, warnings, and other issues encountered during gameplay or development.
  • Event : A trigger or condition that initiates a specific action or behavior within the game.
  • Event System : A framework or system used to manage and trigger events, actions, and behaviors within the game world.
  • Expanding World : A game design concept where the playable area or world gradually expands or unlocks as the player progresses through the game.
  • Explosion : A visual and auditory effect created to simulate an explosion within the game world.
  • Explosive Barrel : A destructible object within the game world that explodes when shot or damaged, causing damage to nearby enemies or objects.

F

  • FOV (Field of View) : Field of View - the extent of the observable game world that is visible to the player.
  • FPS : Frames Per Second - a measure of how smoothly the game is running, indicating the number of frames rendered per second.
  • Field of View (FOV) : The extent of the observable game world that is visible to the player from the perspective of the camera or character.
  • First-Person Shooter (FPS) : A genre of video game where the player views the game world from the perspective of the player character, typically using firearms to engage in combat.
  • Flickering Light : A visual effect where a light source rapidly turns on and off, creating a strobe-like effect or simulating a malfunctioning light fixture.
  • Fog : A visual effect used to simulate atmospheric haze or mist within the game world.
  • Fog of War : A gameplay mechanic that obscures or restricts visibility of areas of the game world that have not been explored or scouted by the player.
  • Foliage : Plants, trees, and vegetation within the game world, used to enhance the visual realism and atmosphere of outdoor environments.
  • Frame Rate : The number of frames or images displayed per second in the game, typically measured in frames per second (FPS).
  • Free Camera : A camera mode that allows the player to freely move and rotate the camera within the game world, independent of the player character's movement.
  • Friendly Fire : A gameplay mechanic where players can accidentally or intentionally damage or kill their own teammates or allies.
  • Frustum : The viewable area of the game world as seen through the camera.
  • Frustum Culling : A rendering optimization technique that omits rendering of objects outside of the camera's frustum, improving performance by reducing unnecessary draw calls.
  • Function : A piece of code that performs a specific task or operation within the game.

G

  • GSC : Gamescript code; one of the primary languages used by Black Ops 3 to code, GSC is global, server-based affecting all players
  • GUI : Graphical User Interface - the visual elements, such as menus and buttons, that allow the player to interact with the game.
  • GUI Editor : A tool or interface used to design and create graphical user interfaces (GUIs) for the game, including menus, buttons, and HUD elements.
  • Game Engine : A software framework or platform used to develop and run video games, providing tools and libraries for graphics, physics, AI, and more.
  • Game World : The virtual environment or setting where the game takes place, including terrain, buildings, characters, and objects.
  • Gamepad : A handheld input device with buttons, triggers, and analog sticks used to control characters and interact with games on consoles or PC.
  • Gameplay Mechanics : The rules, systems, and interactions that govern gameplay, including movement, combat, and progression.
  • Geometry : The structure and shape of objects in the game world, typically represented by vertices and polygons.
  • Global Illumination : A lighting technique that simulates the indirect bounce of light within the game world, creating more realistic lighting effects.
  • Gravity : A force that attracts objects toward the center of a planet or celestial body, influencing movement and physics within the game world.
  • Grenade Launcher : A weapon attachment or standalone weapon that fires explosive projectiles, typically used for area-of-effect damage.
  • Gun Model : A 3D model representing a weapon in the game.
  • Gyazo : Free tool used to quick capture GIF images and share them online Download

H

  • HUD : Heads-Up Display - the graphical overlay on the screen that displays information such as health, ammo, and objectives.
  • HUD Element : A component or element of the Heads-Up Display (HUD) that conveys specific information to the player, such as a health bar or minimap.
  • Heads-Up Display (HUD) : A graphical overlay on the screen that displays important information such as health, ammo, and objectives, allowing players to track their status.
  • Headshot : A shot that hits the head of a character or enemy, typically resulting in increased damage or an instant kill.
  • Health Pack : An item or object within the game world that restores the player character's health when picked up.
  • Health Pickup : An item or object within the game world that restores a character's health when collected or interacted with.
  • Health Regeneration : A gameplay mechanic where a character's health gradually replenishes over time, typically outside of combat situations.
  • High Score : The highest score achieved by a player in a game, often recorded and displayed as a form of accomplishment or competition.
  • High-Resolution Texture : A texture with a higher level of detail and resolution than standard textures, used for close-up objects or environments.
  • Hit Detection : The process of determining whether a projectile or attack has successfully made contact with a target, typically used for combat mechanics.
  • Hitbox : An shape or area around an object in the game world that detects when it has been hit or collided with.
  • Host Migration : A feature in multiplayer games that automatically transfers the hosting responsibilities to another player if the current host leaves or disconnects.
  • Hotkey : A keyboard shortcut or key combination used to quickly activate a specific command or action within the game.

I

  • Immersion : The sense of presence and engagement experienced by players when they become fully absorbed in the game world and narrative.
  • In-Game Currency : A virtual currency used within the game to purchase items, upgrades, or unlockables, earned through gameplay or microtransactions.
  • Indie Game : A video game developed independently by a small team or individual developer, often characterized by innovative gameplay, artistic creativity, and niche appeal.
  • Input : The actions and commands given by the player via keyboard, mouse, or controller.
  • Input Mapper : A tool or system used to map input controls from various devices, such as keyboards, controllers, or touchscreens, to in-game actions or commands.
  • Instance : A copy or duplicate of an object or asset within the game world.
  • Instance Rendering : A rendering optimization technique that allows multiple instances of the same object to be rendered in a single draw call, reducing CPU and GPU overhead.
  • Instancing : A rendering technique that allows multiple instances of the same object or asset to be rendered with minimal performance overhead.
  • Interface : The interaction points between the player and the game, including menus, buttons, and controls.
  • Interpolation : A method used to estimate values between two known values, typically used for smooth animation and movement.
  • Inventory System : A system that manages and tracks the items, equipment, and resources carried by the player character within the game.
  • Invisible Barrier : An obstacle or boundary within the game world that is not visible to the player but prevents them from progressing beyond a certain point.

J

  • Jitter : A small, rapid, and irregular motion or variation in the position or appearance of objects or elements within the game world.
  • Join-in-Progress : A feature in multiplayer games that allows players to join matches or sessions already in progress, rather than starting from the beginning.
  • Joint : A connection point between two objects or bones in a character model, allowing for movement and animation.
  • Joystick : A hand-held input device consisting of a stick that pivots around a base and is used to control movement or direction within the game.
  • Juggernaut : A special power-up or character class in multiplayer games, typically granting increased health or durability.
  • Jukebox : An in-game device or interface that allows players to select and play music tracks or sound effects from a library or playlist.
  • Jump Animation : A predefined sequence of movements and poses that animates the player character's jump or leap into the air.
  • Jump Pad : An object or mechanism within the game world that propels the player character into the air when activated, allowing for vertical movement.

K

  • Keyframe : A specific frame within an animation sequence that serves as a reference point for movement and position.
  • Keyframe Animation : A technique used in animation where keyframes define the starting and ending points of movement or poses, with interpolation used to fill in the frames in between.
  • Kickback : A gameplay mechanic where firearms recoil or kick back when fired, affecting aim and accuracy.
  • Killfeed : A graphical display on the screen that shows real-time updates of player kills and deaths during a multiplayer match.
  • Killstreak : A series of consecutive kills by a player in multiplayer games, often resulting in rewards or bonuses such as special abilities or power-ups.
  • Knockback : A gameplay mechanic where characters are pushed away from a source of force or impact, typically caused by explosions, collisions, or attacks.

L

  • Laser Sight : An attachment or upgrade for firearms that projects a visible laser beam onto surfaces, aiding in aiming and accuracy.
  • Leaderboard : A ranked list of players or teams that displays their performance, scores, or achievements, often used for competition and comparison.
  • Level Design : The process of creating the layout, structure, and content of a game level or environment.
  • Level Editor : A tool provided by the game developer for creating custom maps and levels within the game, typically featuring terrain sculpting, object placement, and scripting capabilities.
  • Level Streaming : A technique used to dynamically load and unload sections of the game world as the player moves through it, optimizing memory usage and performance.
  • Lightmap : A texture used to store pre-calculated lighting information for surfaces in the game world, improving rendering performance.
  • Loading Screen : A graphical interface or animation displayed while the game loads assets, levels, or data, providing feedback to the player and reducing perceived wait times.
  • Loadout : The selection of weapons, equipment, and perks chosen by a player before entering a match in multiplayer games.
  • Loot Box : A virtual item container that can be purchased or earned within the game, typically containing randomized rewards such as items, skins, or currency.
  • Lua Scripting : A lightweight and versatile scripting language commonly used for game development, allowing for easy integration and customization of game logic and behavior.

M

  • Map Editor : A tool provided by the game developer for creating custom maps and levels within the game.
  • Map Rotation : A system used in multiplayer games to cycle through and rotate different maps or levels in a playlist or server, providing variety and preventing repetition.
  • Mesh : A collection of vertices, edges, and faces that define the shape and structure of a 3D object in the game world.
  • Mini-Map : A small, overview map displayed on the screen that shows the player's position, nearby objects, and points of interest within the game world.
  • Mod : A modification or alteration made to the game, typically created by players or third-party developers.
  • Model : A 3D representation of an object or character within the game world.
  • Motion Capture (MoCap) : A technique used to capture and record the movements and actions of actors or performers, which are then translated into animations for characters in the game.
  • Music Composer : A member of the development team responsible for creating and producing original music and soundtracks for the game, enhancing the atmosphere and emotion of gameplay.
  • Muzzle Flash : A brief burst of light and flame emitted from the muzzle of a firearm when fired, providing visual feedback and realism to gunplay.

N

  • NPC : Non-Player Character - a character in the game world controlled by the game's AI rather than a human player.
  • Night Vision : A visual enhancement mode in the game that allows players to see in low-light or dark environments, often with a green or monochromatic tint.
  • Noclip : A cheat or debug mode that allows the player to move freely through the game world without collision detection or obstacles.
  • Node : A point or marker within the game world used for pathfinding or navigation by AI characters.
  • Node-Based Pathfinding : A navigation system that uses predefined points or nodes within the game world to calculate and generate paths for characters or AI entities to move along.
  • Normal Map : A texture used to simulate surface details and imperfections on 3D models, such as bumps, creases, and wrinkles, without increasing the polygon count.

O

  • Objectives : Specific tasks or goals that players must complete to progress in the game, often found in multiplayer matches or missions.
  • Open Source : Software that is freely available for use, modification, and distribution, typically developed collaboratively and transparently by a community of contributors.
  • OpenGL : Open Graphics Library - a cross-platform API for rendering 2D and 3D graphics in applications.
  • Optimization : The process of improving performance, efficiency, and resource usage within the game, typically through code refactoring, asset optimization, and rendering enhancements.
  • Override : A command, setting, or behavior that supersedes or replaces the default functionality or settings within the game, typically used for customization or modding.

P

  • Particle System : A system used to create and simulate various visual effects, such as fire, smoke, or explosions, using individual particles.
  • Patch : An object used to create terrain, add more detail and other items to your map
  • Pathfinding : The process of finding the shortest or most efficient path between two points within the game world, typically used by AI characters and NPCs to navigate terrain and obstacles.
  • Physics : The simulation of real-world physical behavior, such as gravity, collisions, and momentum, within the game world.
  • Player Character (PC) : The controllable character or avatar controlled by the player within the game world, representing their presence and actions in the game.
  • Post-processing : The application of visual effects and filters to rendered images or frames, enhancing or altering the final appearance of the game's graphics.
  • Power-up : A temporary enhancement or ability granted to the player character within the game, typically obtained by collecting an item or interacting with an object.
  • Pre-rendered Cutscene : A cinematic sequence or animation that is pre-rendered and stored as a video file, typically used for high-quality visuals and complex animations.
  • Prefab : A pre-made or pre-fabricated object or structure that can be placed and used within the game world, often used to speed up level design.
  • Prototype : An early version or mock-up of a game or feature, used for testing, iteration, and validation of gameplay mechanics and ideas.

Q

  • Quad : A polygon composed of four vertices and four edges, commonly used in 3D modeling and game development.
  • Quality Assurance (QA) : The process of testing and evaluating a game's functionality, performance, and user experience to identify and resolve bugs, glitches, and other issues before release.
  • Quality Settings : Adjustable settings or options within the game that control the level of graphical detail, performance, and visual effects.
  • Quest : A predefined task or objective given to the player within the game, typically involving exploration, combat, or puzzle-solving, often used to advance the story or earn rewards.
  • Queue : A sequence of actions, events, or tasks that are processed in order, typically used for managing inputs, commands, or events within the game.
  • Quickscope : A gameplay tactic in first-person shooter games where the player quickly aims down sights and fires a scoped weapon in one fluid motion.

R

  • RPG : Role-Playing Game - a genre of video game where players assume the roles of characters in a fictional setting and engage in quests and adventures.
  • Ragdoll : A physics-based system used to animate characters and objects in the game world, simulating realistic movement and reactions to forces.
  • Ragdoll Physics : A physics-based system used to animate characters and objects in the game world, simulating realistic movement and reactions to external forces.
  • Random Number Generator (RNG) : A function or algorithm that generates pseudo-random numbers, often used in game development for procedural content generation, loot drops, and other random events.
  • Ray Tracing : A rendering technique that simulates the behavior of light rays as they interact with surfaces and materials in the game world, providing realistic lighting and reflections.
  • Raycasting : A technique used in game development to calculate collisions and intersections between objects using virtual rays or lines.
  • Reflections : The rendering of light and objects reflected off surfaces within the game world, enhancing visual realism and immersion.
  • Render Target : A texture or surface used as the destination for rendering operations, allowing for off-screen rendering and post-processing effects within the game.
  • Rendering : The process of generating images or frames from 3D models and scenes within the game world.
  • Rendering Pipeline : A series of stages or processes used to convert 3D models and scenes into 2D images for display on the screen.
  • Respawn : The process of a player or NPC reappearing in the game world after being killed or defeated.
  • Reticule : A graphical element or crosshair on the screen that indicates where the player's weapon is aimed, used for targeting and aiming in first-person and third-person shooters.
  • Runtime : The period during which a game is actively running and executing code, as opposed to the development or testing phases.

S

  • Script : A series of instructions or commands written in a programming language that controls the behavior of objects and entities within the game world.
  • Scripting Language : A programming language designed for scripting or automation tasks within the game, often featuring simplified syntax and dynamic typing.
  • Server Browser : An interface or tool within the game that allows players to browse and join multiplayer servers or sessions hosted by other players or dedicated servers.
  • Shader : A program used to manipulate and render graphics, controlling aspects such as color, texture, and lighting.
  • Shader Graph : A visual programming tool used in game engines to create and edit shaders, allowing for real-time manipulation and customization of visual effects and materials.
  • Skybox : A textured cube or sphere surrounding the game world that simulates distant scenery and environmental effects such as clouds, stars, or distant landscapes.
  • Sound Designer : A member of the development team responsible for creating and editing audio assets, including music, sound effects, and voiceovers, to enhance the game's atmosphere and immersion.
  • Sound Effects : Audio elements such as footsteps, gunfire, or explosions used to enhance the immersion and atmosphere of the game.
  • Spawn Point : A predefined location in the game world where players or NPCs appear when entering a level or respawning after death.
  • Sprint : A player action that temporarily increases the character's movement speed, typically at the expense of stamina or energy.

T

  • Tech Tree : A graphical representation or interface that shows the progression and unlocking of technologies, upgrades, or abilities within the game.
  • Teleport : A mechanism or object within the game world that instantly transports the player character from one location to another.
  • Terrain : The natural landscape and topology of the game world, including features such as mountains, valleys, and rivers.
  • Terrain Editor : A tool provided by the game developer for sculpting and modifying the terrain within the game world, allowing for custom landscapes, hills, and valleys.
  • Texture : A 2D image applied to the surface of a 3D model, used to define its appearance and characteristics.
  • Texture Mapping : The process of applying a texture or image to the surface of a 3D model, enhancing its visual detail and realism within the game world.
  • Third-Person Perspective : A camera view where the player views the game world from a perspective outside of the player character, typically positioned behind and slightly above the character.
  • Time Attack : A gameplay mode or challenge where players must complete a level or objective within a limited amount of time, often competing for the fastest completion.
  • Toggle : A switch or command that alternates between two states or options when activated, typically used for enabling or disabling features or settings within the game.
  • Trigger : An object or event within the game world that initiates a specific action or behavior when activated or triggered by the player.
  • Trigger Volume : A predefined area within the game world that detects when a player or object enters or exits it, typically used to activate events or trigger behaviors.

U

  • UI : User Interface - the visual elements and controls that allow the player to interact with the game, including menus, buttons, and HUD elements.
  • UI Designer : A member of the development team responsible for designing and creating the graphical user interface (GUI) elements, including menus, buttons, and HUD components.
  • UV Mapping : The process of assigning texture coordinates to vertices of a 3D model, determining how textures are applied and wrapped around the model's surface.
  • Unity : A game engine developed by Unity Technologies, used for creating 2D and 3D games for various platforms.
  • Unreal Engine : A popular game engine developed by Epic Games, used for creating a wide range of video games across multiple platforms.
  • Upgrade : An enhancement or improvement made to a weapon, ability, or character within the game, typically obtained through gameplay progression or achievements.
  • Upgrade System : A progression system within the game that allows players to improve and enhance their characters, equipment, or abilities over time, typically through earned experience or resources.
  • Upload : The process of transferring or sending data from the player's device to a server or remote location, typically used for sharing user-generated content or saving game progress.
  • User Experience (UX) : The overall experience and satisfaction of players interacting with the game, encompassing factors such as ease of use, intuitiveness, and enjoyment.
  • User Interface (UI) : The visual elements and controls displayed on the screen that allow players to interact with the game, including menus, buttons, and heads-up displays (HUDs).

V

  • V-Sync : Vertical synchronization - a setting that synchronizes the rendering of frames with the refresh rate of the display device, preventing screen tearing and improving visual consistency.
  • Variable Frame Rate : A setting or mode in the game that allows the frame rate to fluctuate dynamically based on the performance of the player's device or hardware, providing smoother gameplay.
  • Vector Graphics : A graphics format that represents images as mathematical equations and geometric shapes, allowing for scalable and resolution-independent graphics, commonly used for UI elements and icons.
  • Vertex : A point in 3D space defined by its position, often used as a building block for creating 3D models.
  • Vertex Shader : A programmable stage in the rendering pipeline that manipulates the properties and attributes of vertices, such as position, color, and texture coordinates, before they are rendered as pixels.
  • Vibration : A tactile feedback feature in game controllers that produces vibrations or rumble effects in response to in-game events, enhancing immersion and feedback for players.
  • Viewport : A window or area within the game editor or engine where the game world is displayed and can be viewed and manipulated by the user.
  • Viewport Camera : A camera within the game development environment that provides a preview of the game world from different perspectives, allowing developers to navigate and inspect scenes and assets.
  • Virtual Reality (VR) : A simulated experience generated by computer technology that allows players to interact with and explore immersive 3D environments, typically using a VR headset and motion controllers.
  • Voice Chat : A feature in multiplayer games that allows players to communicate with each other in real-time using voice commands or audio messages, typically over a network connection.
  • Voxel : A volumetric pixel or 3D pixel, representing a value in a 3D grid or space, often used to create voxel-based terrain and environments in games.

W

  • Walkthrough : A guide or tutorial that provides step-by-step instructions and strategies for completing levels, missions, or objectives within the game.
  • Watermark : A visible or invisible marker or signature overlaid on game assets or content, often used for branding, copyright protection, or anti-piracy measures.
  • Weapon Balance : The process of adjusting and fine-tuning the effectiveness and performance of weapons within the game to ensure fair and balanced gameplay.
  • Widescreen : A display aspect ratio wider than the traditional 4:3 ratio, providing a wider field of view and more immersive experience for players.
  • Widget : A graphical user interface (GUI) element or component, such as buttons, sliders, or text fields, used to interact with the game or access various features and options.
  • World Editor : A tool provided by the game developer for creating, modifying, and customizing the game world, including terrain, objects, and environmental effects.
  • World-building : The process of designing and constructing the virtual environment or setting of the game, including geography, architecture, and lore.

X

  • X-axis : The horizontal axis or direction within the game world or coordinate system, typically representing left and right movement or rotation.
  • X-axis Rotation : Rotation around the horizontal axis within the game world or coordinate system, typically used to tilt or pivot objects or characters.
  • X-ray Vision : A gameplay mechanic or ability that allows players to see through objects, walls, or obstacles within the game world, often used for stealth or tactical purposes.
  • Xbox Controller : A game controller designed and produced by Microsoft for use with the Xbox console series and Windows-based PCs, featuring buttons, triggers, and analog sticks for input.
  • Xbox Game Pass : A subscription-based service offered by Microsoft that provides access to a library of games for the Xbox console series and Windows-based PCs, including new releases and exclusive titles.
  • Xbox Game Studios : A division of Microsoft responsible for developing and publishing first-party video games for the Xbox console series and Windows-based PCs.
  • Xbox Live : An online gaming service and digital distribution platform developed by Microsoft for the Xbox console series, providing multiplayer gaming, matchmaking, and social features.

Y

  • Y-Coordinate : The vertical position or location of an object within the game world or coordinate system, typically measured in units or pixels from the origin point.
  • Y-axis : The vertical axis or direction within the game world or coordinate system, typically representing up and down movement or rotation.
  • Y-axis Rotation : Rotation around the vertical axis within the game world or coordinate system, typically used to tilt or pivot objects or characters.
  • Yaw : Rotation around the vertical axis within the game world or coordinate system, typically used to turn or rotate objects or characters left and right.

Z

  • Z-axis : The depth axis or direction within the game world or coordinate system, typically representing forward and backward movement or depth.
  • Z-buffering : A technique used in computer graphics to determine which objects are visible and occluded by others in a scene, based on their depth or distance from the camera.
  • Zero Gravity : A gameplay mechanic or scenario where the effects of gravity are significantly reduced or eliminated, allowing characters and objects to float or move freely in space.
  • Zeus : 3rd-party tool made by Scobalula to convert bo3 patches into models (also exports as obj)Download
  • Zombie : A fictional undead creature or enemy featured in video games, typically characterized by a reanimated corpse, cannibalistic behavior, and a relentless pursuit of living beings.
  • Zombie Mode : A gameplay mode or scenario where players must survive against waves of zombie enemies, often featuring cooperative multiplayer and resource management elements.
  • Zoom : A camera feature or gameplay mechanic that adjusts the field of view to magnify or reduce the size of objects within the game world, typically controlled by the player.