Game Development Glossary by Code Wizards
New to game dev? Or just need a refresher? Well then, this game development glossary is for you. We’ve cut through the fluff to give you clear, no-nonsense takes on the game development terms you’ll actually come across. Built by Wizards who live and breathe this stuff, it’s jargon-free and ready when you need it.

A.
A/B Testing
A method of comparing two versions of a feature to determine which performs better. Use Case: Testing different game mechanics or UI designs to optimise player engagement and retention.
Agile Development
An iterative and incremental approach to software development that emphasises flexibility and customer feedback. Use Case: Developing game features in short sprints, allowing for regular updates and adjustments based on player feedback.
Analytics Pipeline
A system for collecting, processing, and analysing data from various sources. Use Case: Gathering and processing player behaviour data to inform game design and marketing strategies.
Anomaly Detection
Identifying patterns in data that do not conform to expected behaviour. Use Case: Detecting cheating or fraud in online games by identifying unusual player activities.
API (Application Programming Interface)
A set of rules and protocols for building and interacting with software applications. APIs allow different software systems to communicate with each other. Use Case: In gaming, APIs enable the integration of third-party services like payment systems, social media sharing, or cloud storage.
Authentication
The process of verifying the identity of a user or device. Common methods include passwords, biometrics, and tokens. Use Case: Ensuring that players accessing the game are who they claim to be, often using OAuth for login via social media accounts.
Autoscaling
Automatically adjusting the amount of computational resources allocated to an application based on current demand. Use Case: Scaling server resources during peak gaming times to maintain performance and reduce costs during off-peak hours.
Azure PlayFab
A complete back-end platform for live games with managed game services, real-time analytics, and LiveOps capabilities. Use Case: Game developers use PlayFab to manage player data, leaderboards, and multiplayer servers.
B.
BaaS (Backend-as-a-Service)
A cloud service model that provides backend functionalities such as database management, user authentication, and server-side logic, allowing developers to focus on the front-end of their applications. Use Case: Game developers use BaaS to handle player data storage, user authentication, and real-time multiplayer support without managing servers.
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Behavioral Analytics
Analysing user behaviour data to understand how users interact with a product. Use Case: Studying how players navigate through a game to improve user experience and increase retention.
Bucket (Cloud Storage)
A container for storing objects in cloud storage services like AWS S3. Use Case: Storing game assets, user data, and backups in a scalable and secure environment.
Build Automation
<span style="font-weight: 400;">The process of automating the creation of a software build and the associated processes including testing and deployment.</span><span style="font-weight: 400;"> </span><i><span style="font-weight: 400;">Use Case: Automatically compiling and testing game builds to streamline the development process.</span></i>
C.
CDN (Content Delivery Network)
A network of servers distributed globally to deliver content to users more efficiently. Use Case: Reducing latency and improving download speeds for game updates and patches by caching content closer to players.
CI/CD (Continuous Integration/Continuous Deployment)
Practices for frequently integrating code changes and deploying updates automatically. Use Case: Ensuring that game updates are tested and deployed seamlessly without disrupting the player experience.
Cloud Functions
Serverless functions that run in response to events, allowing developers to execute backend code without managing servers. Use Case: Triggering actions like sending notifications or updating databases when a player achieves a milestone in the game.
Cloud Gaming
Streaming games from the cloud to a player's device, allowing games to be played without local installations. Use Case: Enabling players to play high-end games on low-end devices through streaming services like Google Stadia or Nvidia GeForce Now.
Cloud Save
A feature that allows game progress and data to be saved on cloud servers, enabling players to continue their game from any device. Use Case: Providing a seamless gaming experience across multiple devices by synchronising game progress through cloud storage.
Cluster
A set of connected computers that work together as a single system to ensure high availability and scalability. Use Case: Running multiple game server instances in a cluster to handle large numbers of concurrent players.
Code Wizards
A backend service provider specialising in cloud solutions for game development, offering features like multiplayer server hosting, matchmaking, and analytics. Use Case: Utilising Code Wizards to manage multiplayer lobbies, player statistics, and real-time game events.
D.
Data Analytics
The process of analysing raw data to draw meaningful insights and make informed decisions. Use Case: Understanding player behaviour, optimising game design, and personalising in-game offers based on player data.
Data Lake
A storage repository that holds a vast amount of raw data in its native format until it is needed. Use Case: Storing extensive game analytics and telemetry data for future processing and analysis.
DDoS Protection (Distributed Denial of Service)
Security measures to protect against attacks that overwhelm a server with traffic, causing it to crash. Use Case: Preventing game servers from being taken offline during high-profile events or tournaments.
Dedicated Server
A server exclusively reserved for hosting a game, providing more control over performance and security. Use Case: Hosting large-scale multiplayer games where consistent performance and low latency are critical.
DevOps
A set of practices that combines software development (Dev) and IT operations (Ops) to shorten the development lifecycle. Use Case: Streamlining game development, testing, and deployment processes to release updates more efficiently.
Digital Twins
A digital replica of a physical entity or system, used for simulation and analysis. Use Case: Creating digital twins of game environments to simulate player interactions and optimise game design.
E.
Edge Computing
Processing data closer to where it is generated rather than in a centralised data centre. Use Case: Reducing latency in multiplayer games by processing player inputs and game state updates at the network edge.
Elasticsearch
A search engine based on the Lucene library, used for full-text search and analytics. Use Case: Providing fast and scalable search capabilities within a game's user interface, such as finding players or items.
Entity-Component-System (ECS)
An architectural pattern used in game development for organising game objects. Use Case: Structuring game entities and their behaviours in a way that enhances performance and scalability.
ESports
Competitive gaming at a professional level, often with organised tournaments and leagues. Use Case: Implementing features like live streaming, spectator modes, and real-time stats for esports events.
Event-Driven Architecture
A software architecture paradigm promoting the production, detection, consumption of, and reaction to events. Use Case: Handling in-game events like player actions or system changes efficiently through an event-driven model.
F.
Federated Identity
A system that allows users to use a single set of credentials to access multiple applications. Use Case: Allowing players to log in to various games or platforms with a single identity provider like Google or Facebook.
Firebase
A comprehensive app development platform by Google, offering services like real-time databases, authentication, and cloud messaging. Use Case: Managing real-time multiplayer game data and user authentication through Firebase.
Fog Computing
A decentralised computing infrastructure where data is processed and stored closer to the data source rather than being sent to the cloud. Use Case: Enhancing real-time data processing for augmented reality (AR) and virtual reality (VR) games by leveraging fog computing.
Function as a Service (FaaS)
A serverless computing service that allows developers to execute code in response to events without managing servers. Use Case: Running backend functions like updating leaderboards or processing in-game purchases dynamically.
Functional Programming
A programming paradigm where programs are constructed by applying and composing functions. Use Case: Writing cleaner and more predictable game server code using functional programming principles.
G.
Game Analytics
The process of collecting and analysing data from games to understand player behaviour and improve game design. Use Case: Tracking player progression, in-game purchases, and engagement metrics to optimise gameplay and monetisation.
Game Backend
The server-side infrastructure that supports game functionalities such as user authentication, data storage, and real-time multiplayer. Use Case: Handling user accounts, game state synchronisation, and matchmaking services.
Game Balancing
The process of adjusting game mechanics to ensure fair and enjoyable gameplay. Use Case: Tweaking character abilities and in-game economies to maintain balanced and engaging gameplay.
Game Engine
A software framework designed for the creation and development of video games. Use Case: Using Unity or Unreal Engine to build and render game worlds, physics, and interactions.
Gametech
Technological solutions specifically designed for game development and operation, encompassing tools and services for graphics, physics, networking, and more. Use Case: Utilising gametech platforms to streamline game development processes and enhance player experiences.
GraphQL
A query language for APIs that allows clients to request exactly the data they need. Use Case: Optimising data fetching in games by using GraphQL to retrieve specific player or game data efficiently.
H.
Haptics
Technology that provides tactile feedback to users through vibrations or movements. Use Case: Enhancing player immersion in games by providing physical feedback through controllers or VR devices.
Heroic Labs
A company providing scalable and open-source backend services for games, including multiplayer, social, and competitive features. Use Case: Using Heroic Labs' Nakama to implement real-time multiplayer, chat, and leaderboards in games.
Horizontal Scaling
Increasing the capacity of a system by adding more nodes rather than upgrading existing nodes. Use Case: Scaling game servers horizontally to handle increasing numbers of concurrent players during peak times.
Hotfix
A quick update or patch applied to a live game to fix critical issues. Use Case: Deploying a hotfix to address a game-breaking bug that affects gameplay or stability.
Hybrid Cloud
A computing environment that uses a mix of on-premises, private cloud, and public cloud services. Use Case: Combining private servers for sensitive game data with public cloud resources for scalable player matchmaking.
I.
IaaS (Infrastructure as a Service)
A form of cloud computing that provides virtualised computing resources over the internet. Use Case: Renting virtual machines and storage for hosting game servers and managing large-scale multiplayer environments.
Identity Management
Processes and technologies used to manage and authenticate user identities. Use Case: Implementing single sign-on (SSO) and multi-factor authentication (MFA) for secure player logins.
In-Game Advertising (IGA)
The inclusion of advertisements within a game environment. Use Case: Generating revenue by integrating ads into game environments, such as billboards in a racing game.
Instance
An independent execution of a game server or environment. Use Case: Running multiple instances of a game server to support different player groups or regions.
Interactive Storytelling
A form of digital entertainment where the storyline is influenced by the player's choices. Use Case: Creating branching narratives in games that change based on player decisions, enhancing replayability.
J.
Jenkins
An open-source automation server used to automate parts of the software development process. Use Case: Automating the building, testing, and deployment of game updates using Jenkins.
Journey Mapping
The process of visualising the steps a user takes to achieve a specific goal within a product. Use Case: Mapping out the player journey to identify pain points and opportunities for improving the gaming experience.
JSON (JavaScript Object Notation)
A lightweight data interchange format that is easy for humans to read and write, and easy for machines to parse and generate. Use Case: Transmitting player data, game state, and configuration settings between the client and server in a game.
Just-in-Time (JIT) Compilation
A method of executing computer code that involves compilation during execution rather than before execution. Use Case: Enhancing game performance by compiling code at runtime to optimise for current conditions.
K.
Kafka
A distributed event streaming platform capable of handling trillions of events a day. Use Case: Using Kafka to process and analyse real-time game events such as player actions and in-game transactions.
Kanban
A visual workflow management method used to optimise the flow of work. Use Case: Managing game development tasks and improving team productivity using Kanban boards.
Key-Value Store
A simple database that uses a key-value pair to store data. Use Case: Storing game configuration settings or player session data in a key-value store for fast retrieval.
Kubernetes
An open-source platform for automating the deployment, scaling, and management of containerised applications. Use Case: Managing and scaling game server instances to handle varying player loads efficiently.
L.
Latency
The time delay between a user's action and the response from the game server. Use Case: Minimising latency is critical for real-time multiplayer games to ensure a smooth and responsive gameplay experience.
LiveOps (Live Operations)
The practice of managing and optimising a live game through regular updates, events, and player engagement strategies. Use Case: Running in-game events, seasonal content updates, and player retention campaigns to keep the game engaging.
Load Balancer
A device that distributes network or application traffic across multiple servers. Use Case: Distributing player connections evenly across multiple game servers to ensure stable performance.
Loyalty Programs
In-game systems that reward players for their continued engagement and activity. Use Case: Implementing a loyalty program that offers rewards for daily logins or completing challenges to retain players.
Lua
A lightweight, high-level scripting language commonly used in game development. Use Case: Implementing game logic, modding capabilities, or scripting in-game events using Lua
M.
M.A.G.I.C Methodology
Multiplayer and Game Infrastructure Consulting Methodology. Code Wizards Group’s proprietary videogame backend consultancy. Use Case: Unrivalled videogame backend consultancy to Triple-I and Triple-A studios (and everyone in between) across mobile, console, VR, XR and PC.
Matchmaking
The process of pairing players together in multiplayer games based on skill level, preferences, or other criteria. Use Case: Ensuring fair and balanced matches in competitive games by matching players of similar skill levels.
Microservices
An architectural style that structures an application as a collection of loosely coupled services, each responsible for a specific functionality. Use Case: Breaking down a game's backend into microservices for easier management, scalability, and development.
Monetization Strategy
Methods used to generate revenue from a game. Use Case: Employing strategies like in-app purchases, ad revenue, or subscription models to monetise a game.
Multitenancy
A software architecture where a single instance of software serves multiple customers. Use Case: Running a game server that hosts multiple game worlds for different player groups or communities.
Mutable State
A state that can be modified after it has been created. Use Case: Managing dynamic game states such as player inventory or game world conditions that change over time.
N.
Nakama
An open-source multiplayer social and competitive game server by Heroic Labs. Use Case: Implementing real-time multiplayer, leaderboards, and in-game chat using Nakama.
Namespace
A container that holds a set of identifiers, ensuring that they do not conflict with those in other namespaces. Use Case: Organising and isolating game data or components to prevent naming conflicts and improve manageability.
Node.js
A JavaScript runtime built on Chrome's V8 engine, commonly used for building server-side applications. Use Case: Developing scalable game backends and real-time multiplayer servers using Node.js.
NoSQL Database
A type of database that provides a mechanism for storage and retrieval of data modelled in ways other than tabular relations used in relational databases. Use Case: Storing unstructured game data such as player profiles, game states, and logs efficiently.
Notification System
A system that sends messages to users to inform them of updates, events, or actions required. Use Case: Notifying players about in-game events, friend requests, or maintenance schedules through push notifications.
O.
OAuth
An open standard for access delegation commonly used for token-based authentication and authorisation. Use Case: Allowing players to log in using their social media accounts securely in a game.
OAuth 2.0
An authorisation framework that allows applications to obtain limited access to user accounts on an HTTP service. Use Case: Allowing players to log in with their social media accounts and grant the game access to certain user data.
Observability
The ability to measure a system's current state based on the data it generates, such as logs, metrics, and traces. Use Case: Monitoring game server health and performance to quickly identify and resolve issues.
Onboarding
The process of helping new users understand and start using a product effectively. Use Case: Creating an engaging tutorial that introduces new players to the game mechanics and controls.
OpenID Connect
An identity layer on top of the OAuth 2.0 protocol, used for verifying the identity of users. Use Case: Implementing secure user authentication in games through OpenID Connect.
P.
PaaS (Platform as a Service)
A cloud computing model that provides hardware and software tools over the internet, typically for application development. Use Case: Developing and deploying game applications without worrying about underlying infrastructure management.
Persistent World
A game world that continues to exist and evolve even when the player is not logged in. Use Case: Hosting a persistent MMO world where events and player actions have lasting effects on the game environment.
Player Analytics
Analysing player data to understand behaviour, preferences, and engagement. Use Case: Tailoring in-game content and offers to individual player preferences to increase engagement and monetisation.
Prisma
An open-sourced database toolkit and ORM for Node.js and Typescript applications, simplifying database access and management. Use Case: Managing player profiles, leaderboards, and in-game assets with type-safe database access for faster, error-free backend development.
Push Notifications
Messages sent from a server to a user’s device to inform them of updates or events. Use Case: Sending alerts to players about in-game events, sales, or friend requests to encourage engagement.
Python
A high-level programming language known for its readability and versatility. Use Case: Using Python for game development tasks such as scripting, data analysis, or creating server backends.
Q.
QoS (Quality of Service)
A measure of the overall performance of a service, ensuring it meets certain performance standards. Use Case: Guaranteeing smooth gameplay by managing network traffic and ensuring low latency for multiplayer games.
Query Optimization
Techniques used to improve the efficiency of database queries. Use Case: Enhancing the performance of game databases by optimising queries for faster data retrieval.
Queue Management
The process of handling and prioritising tasks or requests in a queue. Use Case: Managing player matchmaking queues to ensure fair and timely matches in multiplayer games.
R.
Rate Limiting
A technique used to control the amount of incoming and outgoing traffic to or from a network. Use Case: Preventing abuse and ensuring fair usage of game APIs by limiting the number of requests a player can make in a given time period.
Reactive Programming
A programming paradigm oriented around data streams and the propagation of change. Use Case: Implementing responsive game UIs that update automatically when underlying data changes using reactive programming.
Real-Time Database
A database that allows data to be updated in real-time, providing immediate synchronisation across clients. Use Case: Keeping game state consistent across multiple players in a real-time multiplayer game.
Redis
An open-source, in-memory data structure store used as a database, cache, and message broker. Use Case: Caching frequently accessed game data to reduce database load and improve performance using Redis.
REST API
An API that uses HTTP requests to GET, PUT, POST, and DELETE data. Use Case: Communicating between the game client and server for operations like retrieving player stats or updating leaderboards.
S.
Scalability
The capability of a system to handle a growing amount of work or its potential to accommodate growth. Use Case: Designing game servers that can scale horizontally to support increasing numbers of players.
SDK (Software Development Kit)
A collection of software tools and libraries that developers use to create applications for specific platforms. Use Case: Using a game engine SDK to develop and integrate game features such as physics, graphics, and network communication.
Server-Side Rendering (SSR)
The process of rendering web pages on the server rather than in the browser. Use Case: Improving the performance and SEO of game-related web pages by using server-side rendering.
Serverless Computing
A cloud-computing model where the cloud provider manages the infrastructure, allowing developers to focus on code execution. Use Case: Running game backend functions like user authentication and game state updates without managing servers.
Session Management
The process of managing user sessions in a network or web application. Use Case: Keeping track of player sessions to manage logins, game states, and activity periods in online games.
T.
Telemetry
The automated collection and transmission of data from remote or inaccessible sources to an IT system for monitoring and analysis. Use Case: Collecting and analysing gameplay data to monitor player behaviour and server performance in real-time.
Terraform
An open-source infrastructure as code software tool that provides a consistent CLI workflow to manage cloud services. Use Case: Automating the provisioning and management of game server infrastructure using Terraform.
Test Automation
The use of software to control the execution of tests and comparison of actual outcomes with predicted outcomes. Use Case: Running automated tests on game builds to identify bugs and ensure quality before deployment.
Third-Party Integration
Incorporating external services and tools into a game, such as payment gateways, social media platforms, or advertising networks. Use Case: Enabling in-game purchases and social sharing features by integrating third-party services.
Turn-Based Multiplayer
A type of multiplayer game where players take turns rather than playing simultaneously. Use Case: Designing games like chess or strategy games where players make moves sequentially.
U.
Unity
A popular game engine used for creating and developing video games, animations, simulations and other interactive content. Use Case: Gives freedom to create games with incredibly diverse genres and styles, from 2D pixel art to high-end 3D graphics.
User Acquisition
The process of gaining new users for a product or service. Use Case: Implementing marketing campaigns and referral programs to attract new players to a game.
User Interface (UI)
The means by which a user interacts with a computer, software, or application. Use Case: Designing intuitive and visually appealing menus and HUDs for a game to enhance the player experience.
User Retention
The ability to keep users engaged with a product over time. Use Case: Implementing features like daily rewards and ongoing content updates to keep players returning to a game.
User-Generated Content (UGC)
Content created by users rather than developers, such as custom levels, characters, or items in a game. Use Case: Encouraging community engagement and extending game longevity by allowing players to create and share their own content.
V.
Virtual Currency
In-game currency that players can earn or purchase to spend on virtual goods. Use Case: Creating an in-game economy where players can buy items, upgrades, or cosmetics using virtual currency.
Virtual Private Cloud (VPC)
A private cloud within a public cloud infrastructure, providing isolated network environments. Use Case: Hosting game servers within a VPC to enhance security and control over the network environment.
VoIP (Voice over Internet Protocol)
A technology that allows voice communication over the internet. Use Case: Enabling in-game voice chat for team coordination and social interaction using VoIP services.
Vulkan
A low-overhead, cross-platform 3D graphics and compute API. Use Case: Utilising Vulkan to improve graphics performance and rendering capabilities in games.
W.
WebGL
A JavaScript API for rendering interactive 3D graphics within any compatible web browser. Use Case: Creating browser-based games with rich 3D graphics using WebGL.
WebRTC (Web Real-Time Communication)
A technology that enables peer-to-peer communication directly between browsers. Use Case: Implementing real-time voice and video chat features in browser-based games using WebRTC.
WebSocket
A communication protocol providing full-duplex communication channels over a single TCP connection. Use Case: Enabling real-time features such as live chat and multiplayer game interactions with minimal latency.
Whale
A term used to describe a player who spends a large amount of money on in-game purchases. Use Case: Identifying and catering to whales to maximise revenue from in-game purchases and premium content.
X.
XaaS (Anything as a Service)
A collective term referring to the delivery of anything as a service over the internet. Use Case: Utilising various XaaS offerings like PaaS, IaaS, and BaaS to build and manage game infrastructure.
XML (eXtensible Markup Language)
A markup language that defines rules for encoding documents in a format that is both human-readable and machine-readable. Use Case: Storing and transporting game configuration data or levels in a structured format using XML.
XP (Experience Points)
A common game mechanic that tracks a player's progress and achievements. Use Case: Rewarding players with XP for completing tasks, which can be used to level up and unlock new abilities or content.
XR (Extended Reality)
An umbrella term encompassing augmented reality (AR), virtual reality (VR), and mixed reality (MR). Use Case: Developing immersive gaming experiences that combine virtual and real-world elements.
Y.
YAML (Yet Another Markup Language or YAML Ain’t Markup Language)
A human-readable data serialisation standard that can be used in conjunction with all programming languages. Use Case: Configuring game settings, deployment scripts, and infrastructure as code in a readable format.
YARN (Yet Another Resource Negotiator)
A resource-management platform responsible for managing computing resources in clusters and using them for scheduling users' applications. Use Case: Managing and scheduling distributed data processing tasks in game analytics pipelines using YARN.
Yield Curve
A graph that shows the relationship between interest rates and the maturity dates of debt securities. Use Case: Analysing and optimising the in-game economy by studying how players spend virtual currency over time.
YouTube Gaming
A video gaming-oriented service by YouTube, providing a platform for live streaming and video content. Use Case: Promoting games and engaging with the community through live streams and gameplay videos on YouTube Gaming.
Z.
Zero Downtime Deployment
A deployment method that ensures applications remain available during updates and maintenance. Use Case: Releasing game updates and patches without disrupting the player experience by using techniques like blue-green deployments.
Zero Trust Security
A security model that requires strict identity verification for every person and device trying to access resources on a private network. Use Case: Implementing robust security measures to protect game servers and player data by using a zero-trust approach.
Zoning
Dividing a game world into different areas or zones to manage resources and game mechanics. Use Case: Creating distinct regions in an MMO game to control player population and server load effectively.
Zookeeper
A centralised service for maintaining configuration information, naming, providing distributed synchronisation, and providing group services. Use Case: Managing game server clusters and ensuring coordinated access to resources using Apache Zookeeper.