Assets are anything that must be created in an external software like 3ds Max, Photoshop, ZBrush, etc. Assets can
be models, textures, sound effects, animations, and much more.
The “polycount” of your model is the total number of triangular polygons it takes to render your model in 3D space. The higher your polycount, the longer it takes for the system to render it.
A triangle is a single three-sided polygon of a 3d model. Each polygon in a 3d model will be “triangulated” when it is imported into a game engine.
A quad is a single four-sided polygon of a 3d model. Remember that a quad is made up of two triangles.
Games are expected to render at a specific speed called Frames-Per- Second. When the player presses a button, they expect to see an action “render” immediately. The render time can be affected by a lot of different factors, but if a game is optimized, the art assets are usually the main reason for low frames-per-second.
Optimization is the process of reducing memory usage of your assets. For example, models are optimized by reducing their polycount without drastically affecting its silhouette.
These engines are the systems for creating and developing your games. Most popular game engines use a software framework that lets game developers bring in assets, create functionality and publish their game for play.
The game loop is what lets a game run smoothly whether there is input from a player or not.
This can be considered part of a game’s internal logic and defines an object at that particular time and keeps track of items such as timers, kills and rounds. A game’s internal logic is one of the most important parts of any game’s development.
The Graphical User Interface are the elements that a player sees when playing. The interface can consist of remaining ammo and time, touch-screen buttons, points and much more.
Artificial Intelligence is the computer’s logic when making decisions in a game.
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Courtesy : DigitalTutors