The Toolbox

“What is a word if not a tool to make your point?”

28 terms · every definition links back to the notes that use it

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B
Bitmapped Image
An image represented as a grid (bitmap) of individual pixel values, as opposed to a vector or procedurally-described image.
C
Computer Graphics
The math and algorithms for turning geometry, materials, and light into pixels: the foundation every visual tool quietly stands on.
D
Data
Whatever a tool reads, writes, or transforms: assets, levels, configs, and the schemas that describe their shape. (3 notes)
DCC
Digital Content Creation software (Maya, Blender, Houdini) where artists build things before a tool ever touches them. (1 note)
DDL
Data Definition Language: the schema a tool's data has to fit before a single byte gets written.
Determinism
Same input, same output, every time: the property that makes a bug reproducible instead of haunted. (1 note)
E
Edit
The read-write side of a tool, as opposed to the runtime that only plays what was authored.
G
Game Data Merging
Reconciling what two people changed in the same level file without losing either change.
Game Tools Dev
The discipline of building the software that builds the game: editors, pipelines, and everything between an idea and a shipped level. (2 notes)
GameDev Tools Weekly
A newsletter roundup of tools, talks, and libraries from across the game industry, one issue at a time. (15 notes)
GDC
The Game Developers Conference, the yearly excuse to catch up on what every studio's tools team has been building. (8 notes)
H
Headless Architecture
A software/tool design where the core functionality runs without a graphical user interface, so it can be driven via scripts, the command line, or another application's UI.
I
Interchange
Formats built to move data between tools without the meaning getting lost in translation (think FBX, glTF, or Alembic). (1 note)
L
Level Art
The dressing on a level: props, lighting, materials, the polish that sells the space.
Level Design
The shape of playable space: encounters, geometry, pacing, flow. (1 note)
P
Primal Design Elements
Fundamental, instinctual design cues, drawn from evolutionary psychology, that trigger a strong, near-involuntary human response.
Principles of Parameter Variation
Changing one parameter at a time while holding the rest constant, so you can actually tell which one moved the result.
Procedural
Content generated by rules and parameters instead of placed by hand. (1 note)
Production
Scheduling and prioritizing tools work so it actually ships alongside the game. (1 note)
R
Roles
The job titles tools work touches: tools programmer, technical artist, pipeline engineer. (2 notes)
S
Scene Description
The data model for what exists in a scene and how it's composed. USD is the industry's most ambitious attempt at one. (1 note)
Support
Keeping a tool usable for the people depending on it, long after it shipped.
Switcher Bar
A row of tabs, each representing a focused layout optimized for a specific task, sitting directly below a tool's menu bar.
T
Tools Tutorial Day
A GDC pre-conference day of hands-on sessions specifically for people who build tools, not just use them. (1 note)
U
USD
Universal Scene Description: Pixar's open format for composing and exchanging 3D scenes. (1 note)
V
Version Control
Git, Perforce, and the systems that track who changed what, and let you merge it back. (1 note)
Visual Arts
The craft disciplines tools ultimately serve: modeling, texturing, lighting, animation.
W
Web
Browser tech inside game tools: local servers, Electron shells, in-editor web views. (1 note)