Definition 1 of 112
unit of information containing the object's position, rotation, and scale values
transition
material
localization
transform
Definition 2 of 112
This section is written as a summary of the whole game.
Game Overview
Game Progression
Scene
Competitive Analysis
Definition 3 of 112
written as discrete units of code, generally in a single file, that are associated with a game
object.
Objects
Material
Prefabs
Scripts
,Definition 4 of 112
how each screen, such as start screens, menus, popups, or options pages, flows into the next
and how they relate to each other.
record-triggered flow
autolaunched flow
screen flow
flow builder
Definition 5 of 112
where you describe what items need to be created, how much that will cost, and how long
that will take.
technical analysis
market analysis
financial analysis
fundamental analysis
Definition 6 of 112
designated milestones to be reached within a level that act as save and respawn/restart points
in some games
time-bound
indiscriminate
checkpoints
function
,Definition 7 of 112
Unorthodox, with unusual views and beliefs, and capable of exerting a transformative
influence on the world around them, including the other characters.
The Magician
The Caregiver
The Lover
The Sage
Definition 8 of 112
get physical copies of the games to each store
customers
competitors
distributors
manufacturers
Definition 9 of 112
generates a shadow map
the creator
the rebel
the area light
the explorer
Definition 10 of 112
the copying and distribution of software without a license
Patent
Copyright
Software piracy
Software counterfeiting
, Definition 11 of 112
handled internally within the industry itself rather than by a government authority or
organization, meaning getting a game rated is optional
expression
motivation
self-awareness
self-regulation
Definition 12 of 112
battles loneliness and emotional isolation and may attempt to fill this need by joining groups of
various kinds due to a lacking sense of belonging.
Christ figure
The ruler
The sage
The Orphan archetype
Definition 13 of 112
actions that object can do
behaviors
objectives
relationships
states
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