modl.ai Dictionary

Ready to learn about game development lingo? Search our dictionary and discover what a word means today!

Retention rate -

Description

Measure for number of user that keep playing the game with a set timeframe; D1 after a day, D7 after a week, D30 after a month

Use

Monetization term
MUD -

Description

Multi user dungeon
MMO -

Description

Massively multiplayer online game, a video game that can be played by many people simultaneously
Soak testing -

Description

Leaving a game running for an extended period without any user interaction in the various modes. Objective to find memory leaks and errors that manifest over time.

Use

Monetization term
Alpha -

Description

Key gameplay is implemented in the game and the game is playable
IPMs -

Description

Installs per Mille. It is a metric that is used to track the number of app installs per thousand ad impressions.

Use

Monetization term
IAP -

Description

In-app purchases

Use

Monetization term
Pre-production -

Description

Idea and concept phase of the development
Easter egg -

Description

Hidden jokes, references or items
Casual -

Description

games designed to appeal to a larger audience. Typically simpler gameplay and shorter play sessions
Turn base -

Description

Game where player play one after another. Usually time based.
First playable -

Description

First version of a game that has the essential game play features
Smoke testing -

Description

Fast, shallow test i.e. playing through a level to see it can be completed and that there are no obvious bug/issues

Use

Testing
Bug -

Description

Error or flaw in the game
DAU -

Description

Engagement metric, Daily active users
Test case -

Description

Description of a test. A set of action, input and the desired outcome

Use

Testing
Affect modeling -

Description

Creating a computational model of affect; affect is the experience of an emotion

Use

Player Experience
CPI rate -

Description

Cost per installs

Use

Monetization term
Bug fix -

Description

Correction of a bug, flaw in the game
Porting -

Description

Converting a game to run on a different platform than it was originally made for.
CVR -

Description

Conversion Rate = (Total number of initial event in the app / total number of desired event conversions) x 100

Use

Monetization term
Nerf -

Description

Change that reduces the effectiveness or desirability of an game element. opposite of buff
PTR / Public Test Realm or region -

Description

Beta testing service open to a large number of player to test new features. Separate part of the game/ specific test servers
Customer Lifetime Value -

Description

Average revenue per user X average customer lifespan

Use

Monetization term  
ARPPU -

Description

Average Revenue Per Paying User

Use

Monetization term
ARPDAU -

Description

Average Revenue Per Daily Active User

Use

Monetization term
ARPU -

Description

Average revenue per User
Load testing -

Description

Testing the limits of a system.

Use

Testing
Buff -

Description

Adjustment where a game element is increased in power. Opposite of nerf
Headless client -

Description

A version of the game that can run without graphic used for running fast simulation of a game.
Theory of flow -

Description

A theory from psychologist Csíkszentmihályi that views flow as the state of happiness. When in "flow" a person is fully immersed (aka in the zone).

Use

Game Design, Player experience
Game design document -

Description

A structured document describing the game design used as a reference point for development
Speed Run -

Description

A speed run is a play-through, or a recording thereof, of a whole video game or a selected part of it (such as a single level), performed with the intention of completing it as fast as possible.
Real time strategy -

Description

A genre of strategy games in real-time in contrast to turn-based strategy games. Example: StarCraft
Roguelike -

Description

A dungeon crawler with procedurally generated levels
MMORPG -

Description

Massively multiplayer online role-playing game
Negative test -

Description

Testing with invalid input data / abnormal behavior.

Use

Testing
Positive test -

Description

Testing with valid input data / normal behavior.
Compatibility testing -

Description

Testing on different hardware and software to see if the game acts the same in different configurations.
Functionally testing -

Description

Testing if the game plays as intended. Regular game testing, regression testing, smoke testing, acceptance testing.

Use

Testing
Beta testing -

Description

Testing in the first 'publically' available version with players.
Ad hoc testing -

Description

Testing (exploratory) without a define plan or documentation, meaningful if the tester already has a good understanding of the game.

Use

Testing
Localization testing -

Description

Test focused on ensuring the quality of localization / translation.

Use

Testing  
AAA or triple A -

Description

Term used for large scale game studios, no fixed definition sometime it refers to the size of the company, or the scale of the productions, marketing budgets or game type.
Code release -

Description

Stage where most bugs are fixed an the game is ready for release or submission to platform holder
Agent -

Description

Someone or something that acts. In a game context, this is either a human or an AI agent, that for example plays a game of builds levels.
Multiplayer testing -

Description

Testing with multiple player to investigate issue that may occur when multiple players are playing.

Use

Testing
Sim -

Description

Simulation game.
Release candidate -

Description

Version of the game ready for shipping.
AI-assisted game design -

Description

Using AI for assisting the game design process.

Use

Game Design
UA -

Description

User acquisition, getting new playing into the game.
Game feel -

Description

The tactile sensation experienced when interacting with a game
Gameplay -

Description

The implementation of the rules and features of the game.
Exploratory testing -

Description

Testing without a set plan of actions, without a formal test plan.

Use

Testing
Crunch time -

Description

Working overtime to make the game ready for release.
Compliance testing -

Description

Testing to ensure that the game meets the requirements of e.g. game platform holders. Typically based on platform holder's checklists / guidelines.
Noob -

Description

Short for newbie, new inexperience player.
MAU -

Description

Engagement metric, Monthly active users.

Use

Monetization term
First person shooter -

Description

Shooting game seen from first person view.
ROAS -

Description

Return On Advertising Spend, calculated by divided revenue by advertising costs.
Regression testing -

Description

Retesting unchanged part of the game to ensure functionally still work after changing or building new parts of the game.
RPR -

Description

Repeat Purchase Rate = Purchases from existing customers / total purchases

Use

Monetization term
PCG -

Description

Procedural content generation. Content like levels or game assets are made algorithmically, making the precise outcome unpredictable for or adaptive to the player.
Code Freeze -

Description

New development is stopped and only bugs are fixed. The focus is on making the game ready to ship.