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Game Development Dictionary
|A document you'll have to sign to get a publisher to look at your game. Publishers have a lot of ideas they are considering and they don't want to risk someone suing them for an game they were already considering or working on.|
|(AKA: 'Corporate Suit') Derogatory term used by front-line development staff for anyone who _has_ to wear a suit to work. Usually applies to managers, producers, accountants, company directors and anyone else who generally has little to do with either programming, graphics, audio or game design. Also applied to anyone in the company who has little or know knowledge of how computer game design and development is done. ["Joe? Heck no, he don't know jack 'bout programming; he's just a Suit! We gotta kowtow to him, 'cuz he's the guy who pays us."]|
|A developer which is not owned or run by the maker of a platform or operating system. For instance all developers besides Microsoft are third party developers for Windows. Developers for consoles need to be licensed by their console manufacturer before they are allowed to develop for the platform.|
|Advertising not meant for the consumer, but instead intended to reach retailers, wholesalers, reps and salespeople.|
|A trade exchange system whereby employees of two different developers or publishers trade retail copies of one game for another. Popular at the close of E3 and ECTS shows.|
|In advertising, the single unique proposition you make to your customer about your product that is strong enough to convince them to buy it. There are 3 parts to this principle: 1. Each advertisement must make a proposition to the consumer. Not just words, not just product puffery, not just show-window advertising. Each advertisement must say to each reader: "Buy this product and you will get this specific benefit". 2. The proposition must be one that the competition either cannot, or does not, offer. It must be unique -- either a uniqueness of the brand or a claim not otherwise made in that particular field of advertising. 3. The proposition must be so strong that it can move the mass millions, i.e., pull over new customers to your product. from Reality in Advertising by Rosser Reeves|
|Unique Selling Points. Normally what will be put on the back of a box or an advertisement showing how a game is different and better than its competitors and predecessors.|
|A business that buys, warehouses, ships, invoices and sells to retailers without exclusivity. Contrast to a distributor which carries non-competing lines of products.|
|A deal where a publisher pays a development team to do a specific set of work and all work done is owned by the publisher. These deals are normally initiated at the publishers request for a specific product, as opposed to the developer creating a spec and getting a deal on it. See Licensing Deal.|