If you build games for a living, you already know the code is universal. But the team chat, the design docs, and the press release? Those are written in English. And no matter how clean your C# is, if you canât explain why a feature matters in a stand-up meeting, the project slows down.
Iâve seen talented developers struggle not with logic, but with language. They freeze during calls with publishers. They write unclear commit messages. They get lost in design reviews. The fix isnât a better IDE â itâs better professional English.
Below are the key terms youâll actually use, split by the three stages of making a game: programming, design, and publishing.
Programming: The Build and the Bug
Most game code is written in C++, C#, or Python. The conversations around it are in English. Here are the terms that show up daily.
Build â This can be a verb ("We build every night") or a noun ("The build is broken"). A âbuildâ is a compiled version of the game. If someone says âthe build is redâ or âthe build failed,â something is wrong. If itâs âgreen,â youâre good.
Bug â A flaw in the code. âBugâ is universal, but youâll also hear âcrashâ (the game closes), âglitchâ (visual or audio hiccup), and âedge caseâ (a rare situation that breaks something). A good developer doesnât just fix the bug â they write a repro step so others can see it.
Merge / Pull Request (PR) â When you finish a feature, you request to merge your code into the main branch. The team will âreview your PR.â If they ask you to âsquash your commits,â they want you to combine several small commits into one clean one.
Quick tip: When writing a PR description, skip the technical details and start with what the player experiences. Example: âThis PR fixes the camera clipping through walls when the player crouches near a door.â That helps designers and QA understand immediately.
Design: Gameplay and Player Feel
This is where programmers and designers talk past each other â unless the programmer understands the designerâs vocabulary.
Gameplay â How the game feels to play. If someone says âthe gameplay is stiff,â they mean the controls or animations donât feel responsive. If they say âitâs fluid,â it works well.
Loop â Short for âgame loop.â The core cycle a player repeats: fight, level up, get gear, fight again. A âtight loopâ is addictive. A âbroken loopâ makes players leave.
UI / UX â User Interface (buttons, menus) and User Experience (how easy it is to navigate). A designer might say âthe UI is confusingâ or âthe UX needs polish.â Donât argue â ask for specific screenshots.
Player Onboarding â The first 10 minutes of your game. This is when a player learns the rules. If the onboarding is poor, players quit. If itâs great, they stay for hours.
Real example: A programmer once told me, âI fixed the collision bug.â The designer asked, âDoes the player slide off walls now?â The programmer hadnât thought about the player feel â just the math. Knowing the word âcollisionâ isnât enough. You need to connect it to the player experience.
Publishing: Localization and the Press Kit
Once the game is ready to ship, English gets even more important. Youâre no longer talking to teammates. Youâre talking to the world.
Localization â This isnât just translation. Itâs adapting your game for different cultures. A joke that works in English may offend in Japanese. A âlocalization kitâ is a document you give to translators. It explains context: This character is sarcastic, or This sound effect is meant to be funny.
Press Kit â A folder of materials journalists use to write about your game. It needs a âone-linerâ (one sentence that describes your game), âscreenshots,â âfact sheet,â and âcontact info.â If your press kit is messy, journalists skip you.
Launch Day / Ship Date â The day the game goes live. Everything is âcrunchâ (working extra hours) before launch. A âday-one patchâ is an update released on launch day to fix last-minute bugs.
One Last Thing
You donât need to speak perfect English to make a great game. You just need enough to communicate clearly with your team, your players, and your publisher. Start with these terms. Use them in your next stand-up. Write your next PR description with the player in mind.
And if you want to know where your English really stands â not guessing, but measured â try the English Measure test. It covers reading, listening, writing, and speaking. No charge, no catch. Just a clear picture of what you do well and what needs work.
Ready to Take Your English Further?
Don't just read! Actively practice and improve your speaking, listening, reading, and writing skills with our interactive modules.