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A Game Studio Culture Dictionary

October 6, 2011 Article Start Previous Page 2 of 5 Next
 

Those disciplines were coordinated by a group of organized adults and simulated customers... They were called Production and QA, respectively.

Going Down a Rabbit Hole: Discussing the full implications of an idea to its logical conclusion.

Offline: Where conversations are suggested to go if a meeting gets sidetracked by some off-topic discussion.

Scoping: A process where leads remove features from a game to meet deadlines.

Soggy Scrum: When some elements of scrum are mixed in with a waterfall production method.

All was well...

Adhocracy: Organization in which tasks are done by the people who realize they need to be done and / or are able to do them best. (see Pirate Ship)

Core Pillars: Identifying characteristics defined to make sure bets are safe. What at the three core pillars of the game? Jumping, Running, Talking Pies!

Drinking the Kool-Aid: A feeling of faith or trust in the direction of the company.

Making Bread: Used to describe the gruntier and less glorious tasks of game making.

Meritocracy: The philosophy where promotions are given to the hardest workers and best performers regardless of who they know.

Pirate Ship: Tends to describe a smaller studio in which things get accomplished with success despite a lack of formal process definitions.

Rotating Trees: Work with a very poor payoff to time ratio.

But then the honeymoon ended.

Problems arose amongst the humans...

AggroNerd: Hyper critical, combative, argumentative developer.

Alt-Tab: People with a reputation for not spending their time efficiently at work.

Babe Ruth: Developer who always swings for the fences, but hasn't got a great batting average.

Banana: A check to see if someone is actually reading something or is listening to you by putting the word "banana" into the conversation just to see if they notice.

Flusher: A phone conference where you're muted the whole way through (and probably not even listening.)

Hand Waver: A person who is great at performing animated, hand-gesture-laden lectures, but never actually rolls up his sleeves and does anything.

Idea Guy: Used to indicate a trench developer who doesn't want to do any work. Came about after a string of underperformers in other departments asked to transition to design and were thus given tasks like "learn the editor and build a scenario" or "learn the database" but, faced with such, decided they wanted a more mythical designer job.

Learned Helplessness: When a developer persistently reacts helplessly to a problem he/she is perfectly capable of solving, usually because other members of the team can be relied upon to solve these problems for him/her.

LSD: Light Sensitive Douche. A phase some developers go through where they get a bit of fame and feel that wearing sunglasses indoors is the right image for them.

NIH Syndrome: When the wheel is re-invented in code because it was "Not Invented Here."

Paper Awesome: As in, "Dude, that guy is paper awesome. He writes up all this crazy stuff and can't implement any of it."

Pixel Wanking: Analyzing a single frame for something that should not be analyzed.

Polishing the Bolts Before the Engines Are On: Spending time tweaking and arguing minutia when there are raging fires in core systems.

Shiny Object: the method of distracting incompetent (but unfirable) developers from hurting the project by derailing them into a harmless area of the game's development.

Sponger: Anyone who goes into a bathroom with their shoes off.

Relationships across hierarchies became strained...

Buzzword Compliance Pass: Adding a bunch of bullet-points to a presentation that have nothing whatsoever to do with the game but will certainly be brought up at the meeting by an exec, e.g., "I don't see anything on this update about leveraging social networking or microtransactions. How do you plan to ensure that your game has a high retention index?"

Cabal: A small group of employees secretly operating together toward ends that differ from those of studio authorities.

Eye of Sauron: When the project suddenly endures the fiery gaze of publisher executives and marketing people who have recently decided to start paying attention to the previously autonomous development team.

Failing Upwards: The phenomenon relating to high profile individuals who get placed in higher-profile positions with each successive failure.

Feature Creep: When unplanned features creep into the game through subtle and unofficial channels.

Hello, Monster: When you encounter horrible design decisions, often from a marketing exec or someone far from design. Like, "Why don't you just make the game open world?"

Ivory Tower: The floor where all the execs work and hand down decrees to the rest of the underlings.

Management Roulette: When you have every producer and lead coming around your desk several times over the course of a day to see if a feature that has been deemed important by upper management is complete yet, generally resulting in being pulled out of your train of thought every 20-30 minutes. You never know which manager will be around next, but you know it's just a matter of time.

Meat Shield: When middle management protects subordinates from the whims of upper management.

Peter Principle: The concept that all employees eventually get promoted to one level beyond their actual level of competency.

Pink Lightsaber: Something thrown in to give the IP Police a safe item to reject from your build because they operate under a directive to find at least one item to reject.

Publership: When team leaders distance themselves from the actual workload and behave more like publishers than leaders.

Quacking Duck: If something is blatantly wrong somewhere on the screen, it gives the execs an obvious aesthetic error to focus on instead of tearing something else apart which may have nothing wrong with it.

Reality Distortion Field: The phenomena that exists in the Ivory Tower that allows execs to set completely unrealistic goals and/or deny the obvious.

Seagull: Used as a verb to describe when a high level executive swoops in and craps all over a decision made in the trenches.

Star Chamber: A chamber composed of an insular elite authoritative body with strict, arbitrary rulings, secretive proceedings, and an inherent lack of objectivity that casts doubt on the legitimacy of decisions made.

Yellow Pixel: Counter-strategy to the phenomenon where each manager in the review process felt the need to "fix" something regardless of its relevance or value. It entails adding something obviously broken so that a producer could point it out and feel good about adding value.


Article Start Previous Page 2 of 5 Next

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Comments


Gerald Belman
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Awesome. 100% awesome. I love patronizing out of touch rich kids. (and people who have achieved a high position in a company solely based on their connections and not on their actual skills)



I'm going to actually use some of these. My favorite is the dead monkey.



Oh, and by the way, Banana.

Benjamin Marchand
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Hell yeah, I just couldn't stop laughing from the beginning to the tend of the list.

Daneel Filimonov
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Bookmarked and stashed. This is pure awesome! Thank you, Kain :)

mike amerson
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I love this article, Thanks for compiling all this jargon. However, I think "Crunch" or "Crunch mode" should be in there. Game development has its own derivative of the meaning and it's a common practice.

Steven Halls
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"Yoda Conditional". I love that one!

Joel Nystrom
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"Cabal" has obviously changed meaning since I heard the term first - for me it just means a dedicated design-group that are tasked with a single problem during a short time. It comes from Valve btw.

Harold Li
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Fantastic list, I've heard a bunch of these before, but never in such a neatly put together list. "Pixel Wanking". Bam, short and to the point.

Ali Afshari
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This is great! I have no experience in the game industry yet, but I think this will help me to accept how things are :)

James Youngman
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I've been on a number of teams that used "Save it for the sequel" in much the same way as the Gold Edition.

Gil Jaysmith
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We talk about 'p4blame' when the build breaks.

Josh Morton
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Don't forget "low hanging fruit". That one is used ALL the time.

Alexander Jhin
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This article not only defines useful terms but encourages good practices (and mocks bad ones.) Awesome.

Wyatt Epp
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Jay Barnson first brought the term "Black Triangle" to light in reference to the seemingly-underwhelming successful first test of some very complicated core system. rampantgames.com/blog/2004/10/black-triangle.html



I can't remember for the life of me who coined it, but "Lootiness" also came to mind.

Andrew Grapsas
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Missing a few:



"Ship it!" -- mantra espoused when something is completely broken... or when something finally works.

"Not my car" -- used to indicate not being the owner of a particular flaw or feature

"Version 2.0" -- great idea, but, we'll push it off to the next version

Borut Pfeifer
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A couple favs of mine:



Weeble physics - cartoony physics simulation code that prevents characters from tipping over.



Throbbing box technology - the code that makes interactable objects gleam periodically in FPS or other style gmes

Kain Shin
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HI BORUT! Long time no see!!!

Steven An
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Gross... Sponger: Anyone who goes into a bathroom with their shoes off.

Jeffrey Crenshaw
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""What happens if the player gets dice humped?" It's a test if the designer actually wants things random or just distributed."



Nice.

sean lindskog
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Some of those have got to be studio specific, but there's a lot I recognize too.

Wylie Garvin
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Some of this vocabulary is obscure, but the descriptions that come with them are all very familiar. A great collection.

Joshua Dallman
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No social game lingo?

Jason Bakker
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A couple from my work, not sure whether they're used in other places:



Extreme Programming - When two or more programmers work at fixing a bug or issue at a single workstation.



Bucketheading - Talking out a problem to try and fix it. (Sometimes can end up being a Cardboard Cutout Dog situation.)



Pre-Rewarding - An oft-suggested period of gaming and relaxation before a painful crunch begins.

Tejas Oza
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Wow... An article like this really starts the day off on a positive note.



Signed,



The Stockholm Syndrome Guy...

Bart Stewart
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Great stuff!



I thought "Yoda Conditional" was great, too. I've seen that weird constant-first idiom in other people's code before but never had a name to put to it... until now. (Is there some processor/compiler combination in which phrasing a conditional in that way winds up saving a few cycles? Or is it just a programmer quirk?)



As for "Binary Chop," I will admit to having used that one a few times myself, although in my head I've always called it "Divide and Conquer."



But what's a better name for "printf debugging"?

Ian Uniacke
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The logic is that if you replace (i == 1) with (i = 1) it will compile fine, but if you replace (1 == i) with (1 = i) the compiler will complain. But really the use case is so specific that it's not really achieving anything of value in most cases (and makes the code less readable).

Bart Stewart
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Ah! Compiler judo, then.



Thanks!

Andrew Grapsas
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printf debugging is "carpet bombing" where I'm from

Maurício Gomes
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Here printf debugging was called shotgun debugging.

Kain Shin
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"But what's a better name for "printf debugging"?"



I have heard people call it "Caveman Debugging... Throw rocks at it and see what happens".

I use that one :)

Ron Dippold
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Yoda Conditional is a great example of cutting off your nose to spite your face, and journeyman programmers and coding standard dorks love it.



Any decent compiler will warn you if you do an assignment in an if, and if your compiler won't even warn you about that you should at least be using lint, right? Right?



But it completely disrupts the flow for anyone reading it, and since most code ends up being 'write once or twice, read dozens of times' it's a major time waster. Only needed if your tools are so primitive you have far worse problems.

William Ravaine
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Here are a few more classics you may have missed! ;)

- Heisenbug: describes a bug that disappears when you try to look at it (usually memory-overwrite related bugs that get affected by the debugger) - Name comes from the Heisenberg principle in quantum mechanics, where knowing one variable makes another one unreadable

- Bugfoot: an elusive bug that someone has seen happen only once but that cannot be reproduced

- Rubber Duck effect: same as the Cardboard Cutout Dog

- To bloatify: wanting to make code prettier/better (beautify) but messing things up in the process

Ali Afshari
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Heisenbug...awesome :)

Kain Shin
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Ah yes, "Heisenbug" is one of my favorite coding terms... sadly, it was a contribution to the list that I did not recall before it was contributed... and I was unable to get permission from the author of that contribution in time for this article... and so that term had to be omitted.



There are going to be a lot of omissions from this article just because language is so naturally prolific. The goal of this article was not to name every single existing phrase in the games industry as much as it is to capture the essence of the game development experience through a sampling of the spectrum.

Hanneke Debie
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I had this Cardboard Cutout Dog effect so often, I wished I knew the term back then! I was a leveldesigner, and something stuff would go wrong, I'd drag a programmer in, and we always discovered how it was my fault after all.



So after a while it would go like this:

"Hello programmer, can you come and have a look at my computer? I have this bug, and I want to explain it to you, so I can have this realization of what causes the bug and how it iactually my fault half-way through the explanation."

Luckily, the programmers were nice guys and obediently played the cardboard cutout dog for me.



on "'Learned Helplessness", that also hits home. It is sometimes caused by vague negative feedback. let's say you make a level, and it gets returned because 'it's not fun', and no other explanation is given, you really start to doubt the things you make. This causes a person to ask for a lot of feedback, a lot of times, and asking a lot of help to make his stuff.

Kain Shin
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Thanks folks! If this article has inspired you to think about the correctness of noted phrases or phrases that were not included, then it has done its job.

The prime message of the article is that "You are not alone" :)

Scott Crisostomo
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LOL where did he get these? I've been in the industry for almost 20 years and I've only heard maybe 4 of these (greybox, pillars, scoping, and feature-creep) across multiple companies.



I know about "Idea Guys" but never called them that, we just called them "@$$holes."

Cartrell Hampton
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Hey.



"I know about "Idea Guys" but never called them that, we just called them "@$$holes.""



lol



____________________

- C. out.

Gregory Kinneman
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Gamasutra articles are the #1 contributor to my alt-tab personality :D

Luis Guimaraes
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Engine Fairies visited me last night.

John Bigelow
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I work in games but my biggest passion is baseball and, even though it absolutely doesn't matter, I wish to correct a mistake they make. They have the term: "Babe Ruth: Developer who always swings for the fences, but hasn't got a great batting average." yet in reality Babe Ruth always held an amazing batting average as well as power. His lifetime batting average was .342 and any developer called Babe Ruth should be considered nothing but the best of their generation, or preferably someone who stood up and made the outside world take notice. That is all. Back to games :P

Trent Oster
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My Favorite was always "Chimp Factor Five". It relates to reducing the complexity of a UI or other game element down as far as possible. Often used as an adjective. Is that UI "Chimp Factor Five"? Yes, it is.



"Cathedral building" is a term which refers to a programmer going off and creating a beautiful architected system when a simple system will do. Cathedrals look like art to the programmer who built them, but they rarely handle specification changes well and as such are a large investment of time when a small investment would do.



-Trent

Kenneth Barber
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Hilariously, most of these fit none game related software projects also. For example, we use the phrase "ivory tower of power hour" to describe our manager's closed door meetings.

Gene Dowen
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Wonderful piece. As a IT program manager I have heard most of these. This vocabulary is very prevelent in projects. Again, great read.

Cartrell Hampton
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Hey.

Very nice dictionary. (:

Glad to see "Kludgy" in the list, but I thought it would have just been listed as "Kludge". "A quick hack" also comes to mind.

- I've been Seagulled a few times. The seagull usually drops a Design Grenade.

- Sometimes when one's own eyes gets bigger than one's own stomach, it can lead to Feature Creep.

- Chopping Wood: In my experience, this means grinding. Personally, I hate grinding in games, especially RPG-types.

- Know It When I See It: So in other words, they don't know what they want.

- AggroNerd: They sometimes have big egos as well.

- Pirate Ships are awesome, especially one-manned Pirate Ships! (:

I also have some other terms, and definitions that just need a word or phrase to go with them:
- Situation when upper management wants all three ends of the Project Triangle (fast turnaround time, high quality, and low cost), instead of choosing any two.

- Put the cart before the horse: When High-Level design design details are given to the programmer, and the programmer completes and presents the first draft. THEN, all the specifics come out.

- The Expert: The last person to touch the code, or a particular aspect of the project. It is never their choice to become The Expert; they are bestowed this glorious (infamous) title automatically.

- When upper management decides to continue development rather than resolving existing issues.

- Someone who shoots down ideas, but can never come up with anything constructive or better. (I'm thinking "Prima Donna"?)

These are some of my favorites:
- Regurgitate: To reskin one's project (changing only the media [graphics and sounds], and maybe some minor design details), and call it a "new game". Actually copying the source code/and or just changing the media. While regurgitated games are usually built from the same engine, they are always from an existing game.

- Regurgitation Factory: (Note that this may or may not be Regurgitation): A game that is updated and released often (can be several months, yearly, or whatever the the time interval may be). The "new game" often offers small changes from the previous, and can sometimes resemble an Isle of Dreams. Example: Games like these are all those EA Sports and WWE/F games that keep coming out. The company must have many diehard fans who are Drinking the Kool-Aid to have good sales.


___________________________
- Ziro out.

Julian Cram
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I'll add:



Re-Golding: Releasing a patch with all the features that had to be cut at the last minute to hit a publisher's inflexible Gold Date.



Producer's Touch: The inexplicable ability of producers to find bugs simply by picking up a controller, often in front of press and/or senior execs.

Christian Allen
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Undulaty: A term used when requesting a level builder to use more variety in the elevation of the terrain.



Shiny Monkey: A feature or scene for the game that is used to satisfy executives so the team can focus on core elements that are "boring."

Jason Young
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programming terms: http://stackoverflow.com/questions/2349378/new-programming-jargon
-you-coined


none
 
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