the boys

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Across
  1. 3. The action of two objects coming together and touching/striking one another in-game. The simple act of your playable character standing on a floor in a house requires collision parameters on both the character’s feet and the floor, otherwise, that character would simply fall through the floor.
  2. 7. The connection between two vertices of an angle.
  3. 11. Segments of a game that are not controlled by the player. These are usually used to draw attention to major story points.
  4. 13. See game engine.
  5. 14. A game action that is completed through user input. When a player presses a button on their controller and the on-screen character jumps, this is considered an event. detection: A process that determines when and where an object will “collide” with another object in-game. This is typically done using an object called a hitbox that will either prevent a collision or decide what area needs to be reached to create a collision.
  6. 17. The detection, isolation, and rejection of any unnecessary data in game design.
  7. 18. Everything that makes up your game, such as assets, components, GameObjects, and scripts.
  8. 19. region: An area of a game that is optimized for rendering GameObjects and terrain.
  9. 20. A type of personal computer specifically built for gaming. Sony PlayStation, Microsoft Xbox, and Nintendo Switch are all examples of consoles.
  10. 21. Certification. The process whereby console manufacturers test a game for compatibility with their hardware and distribution platforms. This does not include playtesting or quality assurance.
  11. 22. The connection between two vertices of an angle.
Down
  1. 1. Something that can work or be used on different platforms.
  2. 2. The process of predefining certain areas in a game in which rendering occurs, which optimizes game performance in those selected areas.
  3. 4. Development: See game development.
  4. 5. A proof-of-concept version of a game, typically released to the public for promotional and/or feedback purposes.
  5. 6. A method of preprocessing performed on game assets and data to ensure they load and perform well in real-time and do not slow down gameplay due to requiring a lot of processor or GPU capacity.
  6. 8. See game development.
  7. 9. Creating a stable and predictable gaming experience. For example, by making sure weapons deal appropriate damage and armor absorbs the damage adequately, as opposed to giving one weapon considerably more power than others, or by making levels too difficult to enjoyably complete. However, imbalanced gameplay is sometimes done on purpose.
  8. 10. A game version that contains all major features and assets. This version of a game contains no major bugs and is on its way to code release. Beta releases are occasionally given a limited release to the public for bug reporting and critical feedback.Bug: Any development issue that makes a game unenjoyable, unstable, or unplayable in its current state.
  9. 12. Computer languages used for creating and defining functionality in software. Unity uses C# (C Sharp) for coding games.
  10. 15. Slang for “developer” or “development.”
  11. 16. Game development lingo for the “version” of a game. Also known as a “release” or “release candidate.”
  12. 20. release: The version of a game that is ready to be sent to console manufacturers for certification.
  13. 23. Finding and removing bugs in a game. Sometimes referred to as “bug-bashing.”