Affordance:

/gameplay & level design/

Affordances are clues about how an object shoulde be used, typically provided by the object itself or it's context.

a.g.l (artificial game lengtheners):

/gameplay & design/

An unavoidable animation, QTE or minigame that adds to a games runtime.

ANimation Blending:

/animation/

This is when you blend one or more animations as smoothly as possible.

Animation Snapping:

/animation/

This is when you let animations instantly snap rather than blend.

Atmosphere:

/game feel/

The pervading tone or mood your game expresses to the player.

Chunking:

/design/

When players learn or improve by not processing the individual pieces or states of the game, but rather thinking in terms of high-level chunks instead.

coyote time:

/Design/

A technique used in platformers were, after a player walks of a ledge there is an second of invisible ground for them to jump from.

Cut-scene:

/animation/

A non interactive cinematice moment.

Damage boost:

/gameplay/

A few seconds of invincibilty after taking damage.

Dominant strategy:

/design/

A clear exploit that makes other strategies irrelevant and therefore reduces the depth of the game.

Feedback Forgiveness:

/Game feel/

This is a curious psychological effect that perfectly compliments the use of animation snapping. Essentially if the player pushes a button or analogue stick and recieves an immediate reaction all is forgiven, the somewhat glitchy or unrealistic movements that may be caused by the use of snapping seems to not register in a players mind. There are limits however, ignoring these limits will put you out of Feedback Forgiveness zone. - Tameem Antoniades

Fish-Face:

/animation & modelling/

A relativley lower quality character model used for gameplay.

Game:

/Lingo/

An activity that requires at least one player, has rules, a clear objective & has a win and/or lose condition.

Game design:

/design, gameplay & game feel/

The conception and designing of rules and structures that result in an experience for players.

HitBox Animation Combat System:

/animation & gameplay/

This is when the player can attack freely regardless of enemy distance or placement.

Hitbox Weapon:

/gameplay/

This is when an enemies attack is a physical object. Damage is dealt only when touched.

Hitscan Weapon:

/gameplay/

This is when an enemies attack damages the player immediately, if they are in line with said attack. Damage is dealt as soon as the enemy pulls the trigger.

Movie-face:

/animation & modelling/

A high quality character model used for cutscenes.

Immersion:

/Game feel/

A deep mental involvement in something.

Interactive frequency:

/Gameplay/

The rate at which the player interacts with your game.

Juzzle:

/level design/

Jump Puzzle.

Ludonarrative dissonance:

/narrative & gameplay/

The conflict between a video game's narrative and its gameplay.

Open depth:

/gameplay/

A free form combat system where all combat tools can lead in to one another.

Orhtogonal Unit Differentiation:

/gameplay/

Different elements in a game have unique attributes. Enemies, for example, should have a distinct, consistent and discernable behaviour that can be learned. This makes player start playing intentionally, making meaningful decisions. Not just randomly reacting to what's going on.

Paired Animation Combat System:

/animation & gameplay/

While attacking the player avatar and an enemy npc come together, play an animation and move appart.

Precedent:

/Design & level design/

An earlier event or action that is regarded as an example or guide to be considered in subsequent similar circumstances.

Possibility Space:

/gameplay/

All the things that can be done in a game.

Orphaned verb:

/gameplay/

An orhpaned verb has no relationship to other verbs, so by the time players reach the one situation that demands it, they have already forgotten about it.

q.t.e:

/gameplay/

Quick Time Event.

suspension of disbelief:

/Game feel/

Sacrifice of realism and logic for the sake of enjoyment.

Telegraph:

/animation/

When an enemy gives advanced notice of incoming attack.

Verbs:

/Gameplay/

The actions that a player can perform in a game.

Versatile Verbs:

/Gameplay/

An action that can have multiple uses, depending on how it is performed or combined.

Video Game

/Lingo/

A game that is played on a video screen.

Weenie:

/Level design/

The “weenie” is an architectural concept named as such by "Disney Imagineering" in describing "visual magnets" that draw guests from one area to another.