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  2. Glossary of video game terms - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_video_game_terms

    Glossary of video game terms

  3. Procedural rhetoric - Wikipedia

    en.wikipedia.org/wiki/Procedural_rhetoric

    v. t. e. Procedural rhetoric or simulation rhetoric[1] is a rhetorical concept that explains how people learn through the authorship of rules and processes. The theory argues that games can make strong claims about how the world works—not simply through words or visuals but through the processes they embody and models they construct.

  4. Crunch (video games) - Wikipedia

    en.wikipedia.org/wiki/Crunch_(video_games)

    Crunch (video games) In the video game industry, crunch (or crunch culture) is compulsory overtime during the development of a game. Crunch is common in the industry and can lead to work weeks of 65–80 hours for extended periods of time, often uncompensated beyond the normal working hours. [1] It is often used as a way to cut the costs of ...

  5. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    Normal mapping - Wikipedia ... Normal mapping

  6. Top 10 video game dummies - AOL

    www.aol.com/news/2016-06-17-top-10-video-game...

    We rank our favorite dumb idiots, morons, dweebs, knuckleheads, and stupid characters in games. These are the really stupid dummies in gaming.

  7. Madden NFL - Wikipedia

    en.wikipedia.org/wiki/Madden_NFL

    Madden NFL - Wikipedia ... Madden NFL

  8. Video game design - Wikipedia

    en.wikipedia.org/wiki/Video_game_design

    t. e. Video game design is the process of designing the rules and content of video games in the pre-production stage [1] and designing the gameplay, environment, storyline and characters in the production stage. Some common video game design subdisciplines are world design, level design, system design, content design, and user interface design.

  9. Wikipedia : Manual of Style/Video games

    en.wikipedia.org/.../Video_games

    Wikipedia is an encyclopedia. Articles on video games should give an encyclopedic overview of a game and its importance to the industry. Readers should be presented with a concise overview of the game's plot and gameplay. Plot sections, if necessary, should be no more than approximately 700 words, to retain focus.