Glossary
Academy glossary
A Martinez AI Studios education product
Terms the Academy actually uses. Definitions stay short and operational. They are not a keyword farm, and they are not a substitute for the flagship curriculum map.
Terms
- AI-native development
- A way of building games where AI tools write and revise a large share of the implementation, while a human still owns design intent, system boundaries, and the decision to ship. It is not a promise that AI replaces game thinking.
- Game loop
- The repeating cycle that reads input, updates simulation, and presents a frame. Professional games are designed around loops and feedback, not around a pile of disconnected features.
- State ownership
- A clear answer to which system is allowed to read or write a piece of game state. When ownership is vague, AI-generated patches often “fix” a symptom by writing the same data from a second place.
- System ownership
- Knowing which module is responsible for a behavior end to end — rules, data, presentation, and persistence — so neighboring systems are not silently rewritten.
- Root cause
- The condition that actually produces a bug, as opposed to the first visible symptom. Academy case studies require a root cause before a public write-up is published.
- Regression test
- A test written to fail for the same class of mistake if it returns. It protects a known incident; it is not a substitute for play.
- WebGL
- A browser GPU API used by some CONTRABAND rendering paths. Context loss, restore, and resource lifetime are runtime concerns — not “just reload the page” trivia.
- Pointer lock
- A browser input mode that captures the mouse for look/aim. Dialogue and UI must release or pause that capture, or the player cannot click the conversation they are supposed to read.
- Entitlement
- A server-side record that a learner may access paid Academy materials. It is granted only after a verified purchase. A checkout success URL is not an entitlement.
- Release candidate
- A build treated as potentially shippable, gated by QA checks rather than by “it runs on my machine.” Steam pages, depots, and achievements are part of that gate — not a later surprise.
- Build pipeline
- The repeatable path from source to a playable or shippable artifact. If the pipeline is tribal knowledge, AI-generated changes are hard to trust at release time.
- Steam Cloud
- Valve’s cloud save service for Steam titles. Save format, size, and conflict behavior are design decisions. This glossary does not invent undocumented Steamworks admin details.
- Progression
- How a player becomes more capable over time — unlocks, economy, difficulty, and feedback. Changing encounter scale is one lever, not the only one.
- Game economy
- Sources, sinks, and conversion of in-game value. A broken economy shows up as player boredom or panic long before a unit test fails.