1. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
1
Produce a glossary of terms specific to the methods and principles of Video Game Design and Video Game Terms. Using a provided template,
you must research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the
website you have obtained the definition.
You must also, where possible, provide specific details of how researched definitions relate to your own production practice.
Name:
Callum
Deighton
RESEARCHED DEFINITION
(provide short internet
researched definition and
URL link)
DESCRIBE THE RELEVANCE OF
THE RESEARCHED TERM TO
YOUR OWN PRODUCTION
PRACTICE?
IMAGE SUPPORT (Provide an image and/or video link of said term being
used in a game)
VIDEO
GAMES
/ VIDEO
GAME
TESTIN
G
Demo “A sample playable
demonstration of a
game that is intended
to entice the player to
purchase the full
version.”
http://www.factmonster.com/s
cience/computers/video-game-glossary.
html
When we made a previous 2D game
we used a preset of demos to help
us , for example I had used a preset
demo game of a top down aeroplane
shooter, but modified some of the
as sets such as incorporating my own
sounds and effects.
An example of the old demo discs for PlayStation 2 usually released in old issues of
2. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
2
PlayStation Magazine, these usually came with a handful of demos of upcoming
games set to release later in the year/next year, sometimes there would even be
content in the demos that would not be in the full retail release.
Beta “A beta test refers to
the distribution of pre-release
game software
to a select group of
people so that they
can test the game in
their own homes.”
http://www.techopedia.com/d
efinition/27136/beta-test-gaming
When making my game I will beta
tes t the near finished build to some
other people so they can test how
the game runs as well as look for any
bugs /glitches.
Thi s is a promotional image for the Destiny Beta, which was released in July 2014, in
thi s beta people could test a portion of the full game before it got a retail release, this
i s so people could test the game and give an opinion on what they think of it as well as
check for bugs for the developers to fix before release, this is also very smart business
move because i t gained a lot of attention which probably helped a lot in sales.
Alpha “A game's Alpha build
usually complies with
the following points:
The game is
playable from start to
finish.
All the game's
features are
implemented to at
least first pass quality.
Some art may
When making my game as soon as it
has a decent playable build of the full
game I will play through i t whilst
keeping an eye out for what could
crash the game and how I can
prevent i t.
3. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
3
still be place holder.
Crashing bugs
may be present.”
http://technicalgamedesign.blo
gspot.co.uk/2011/04/alpha.ht
ml
Thi s is an image of one of the early a lpha’s of Doom, a l ot of changes we re made
between this and the full release, one of the most notable being a completely
di fferent Heads Up Display (HUD).
4. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
4
Pre-Alpha “After pre-production,
development begins in
earnest, and may be
known as pre-alpha.
Programming, art,
design all start at this
stage, and work in
parallel.”
http://gameindustry.about.com
/od/glossary/fl/Alpha-Game-
Software-Definition.html
During the process of making my
game as soon as a playable build is
ready of the engine I will test it out
and see how the world in the engine
looks and keep notes of what looks
good and what I need to change, this
way I can know what is best to next
work on.
Thi s is one of the few images released of the Avengers game that was being made by
THQ, for unknown reasons i t got cancelled and never got further than the pre-alpha
s tage.
https ://www.youtube.com/watch?v=oAXOzB3vzVs
Pre-alpha footage of cancelled Avengers game.
Gold “A game has "Gone
Gold" when the final
master copy has been
produced at the
developer and sent off
for replication,
packaging and
shipment. “
http://www.urbandictionary.co
m/define.php?term=Gone%20
Gold
When my game is finally complete
and all the errors have been fixed
and everything is how I want i t, I will
have i t put up for review.
https ://www.youtube.com/watch?v=kY7PKMgztyw
Thi s is a vi deo of a person ta lking about when GTA V ha d “gone gold” and proceeds to
explain what the term “gone gold” meant. This video was made before GTA V was
released.
5. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
5
Debug “Debugging is the
routine process of
locating and removing
computer program
bugs, errors or
abnormalities, which is
methodically handled
by software
programmers via
debugging tools”
http://www.techopedia.com/d
efinition/16373/debugging
During the process of making my
game I will be using a debug menu
when testing out my game to check
for bugs and errors which in turn will
let me know how to fix them.
Thi s is an image of the Debug Menu for Super Mario 64. This was probably used by
Nintendo during development to test for bugs and scan various info in the game such
as how many fps are running at the given moment.
6. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
6
Automatio
n
“The definition of
automation is the use
of machines and
technology to make
processes run on their
own without
manpower.”
http://www.yourdictionary.co
m/automation
Whi lst making my game I will add
certa in scripts that will make certain
things during gameplay automate
i ts elf, one example would be pressing
a button would cause the players gun
to reload.
Thi s is a popular example of Automation being used in video games, in Farmville (the
game shown above) one of the main objectives i s to grow crops and s ell them for in
game currency, however the player must wait in real time for the crops to grow and
the game shall automate the game over time.
7. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
7
White-Box
Testing
“Also known as glass
box, structural, clear
box and open box
testing.
A software testing
technique whereby
explicit knowledge of
the internal workings
of the item being
tested are used to
selec t the test data”
http://www.webopedia.com/T
ERM/W/White_Box_Testing.ht
ml
When making my game I will use the
technique of white-box testing to
tes t the engine i tself and see i f it can
run on i ts own before adding any
components.
An example of how White-Box Testing works and what it does.
8. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
8
Bug “A glitch is a short-lived
fault in a system.
It is often used to
describe a transient
fault that corrects
itself, and is therefore
difficult to
troubleshoot.”
http://en.wikipedia.org/wiki/Gli
tch
During the making of my game bugs
wi l l more than likely appear during
the process so I must make sure I get
rid of every that appear before
putting my game up for review.
An Image of one of the most famous bugs in gaming history, Mi ssingno is a bug in
Pokemon Red/Blue where by exploiting certain mechanics in the game, can cause the
bug to happen and make Missingno appear.
9. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
9
GAME
ENGINE
S
GAME
ENGINE
Vertex
Shader
“Objects in a 3D scene
are typically described
using triangles, which
in turn are defined by
their vertices.”
http://forums.guru3d.com/sho
wthread.php?t=68360
When making my 3D game I may end
up us ing a vertex shader to help in
making my objects and environments
within the game world.
An example of using a Vertex Shader , this image shows how using i t can highly effect
a s imple object such as a tea kettle.
10. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
10
S
Pixel
Shader
“Software that creates
special effects using
pixels, shading
typically takes place
on a graphics card.
Pixel shading allows
for the modification of
a pixel's color, the
creation of shadows,
highlights and other
visual occurrences.”
http://www.ehow.com/info_87
64308_pixel-shading.html
When making my 2D game I may end
up us ing a Pixel shader to create
some special effects for pixels during
the game to add more flare and
creativity to the game and provide
more enjoyment and eye catching
s tuff for the player.
An example of using Pixel Shading, in this image shading is used over the circle for
each frame to change the colour from a dark tone to a bright one.
11. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
11
Post
Processing
“The GPU is basically
applying things to a
finished image. It's
like applying a filter in
Photoshop.”
http://forum.notebookreview.c
om/gaming-software-graphics-cards
/192383-what-pos
tprocessing.html
After I have finished the core game I
wi l l add some post processing to the
engine to make the game more
vi sually appealing.
An image of Bioshock Infinite before and after Pos t Processing, showing how the Post
Proces sing and filters makes the game look a lot more vi sually appealing.
Rendering “Rendering is the
process of generating
an image from
a model (or models in
what collectively could
be called ascene file),
by means of computer
programs. “
http://www.princeton.edu/~ac
haney/tmve/wiki100k/docs/Re
ndering_(computer_graphics).h
tml
I wi l l use rendering so during
gameplay objects and models can
appear even if far away from the
player because i t is very useful and
so i t can make the game look more
authentic and more impressive.
An example of rendering being incorporated in a scene of a wide variety.
12. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
12
Normal
Map
“A 2D texture map is
an image added to a
3D model
that provides a higher
level of detail,
wrapping around
whatever 3D art you
have to apply or
modify certain
attributes like color,
transparency,
shininess, reflection,
and higher detail.”
http://gamedevelopment.tutspl
us .com/articles/gamedev-glossary-
what-is-a-normal-map-
-gamedev-3893
When I am making my game I will use
normal mapping so when developing
my model I can use reference images
to make the model a whole lot more
deta iled as well as add realistic
properties and colours.
Thi s is an image of the phases within using a normal Map to make a character model,
us ing the normal map the people designing the model managed to add a ton more
deta il to the model and add realistic properties such as the rustles of the clothes and
the various colours of the model like the skin, hair and clothes.
Entity “Entity: A unique ID
that tags each game-object
as a separate
item.”
http://entity-sys
tems.wikidot.com/
During the process of making my
game I will make sure each in game
item i s tagged as a separate item so it
can help prevent bugs within the
game
https ://www.youtube.com/watch?v=J3wfaJk_IMw
Thi s is a tutorial video explaining what entities are and how to use and incorporate
them into a game engine.
13. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
13
UV Map “UV maps are probably
the best way to get a
regular, well fitted
image onto say the
human face/body.”
http://forums.newtek.com/arc
hive/index.php/t-1418.html
When making my 3D game I will use
UV Mapping on my model so I can
easily add each part of the model
such as the arms and legs so I can
add i t to the core model much easier
instead of just editing the model
i ts elf which could take a lot more
time.
Thi s is an image of a UV Map being used on a model, on the right is an image of all the
individual parts that will be fi tted on to the model and the picture on the left is an
image of all the parts successfully placed on to the model via the UV Map.
Procedural
Texture
“Procedural textures
take an entirely
different approach.
Instead of creating an
image by defining a
large, unchanging
block of pixels,
procedurals create the
texture from the
ground up.”
http://www.upvector.com/?sec
tion=Tutorials&subsection=Intr
o%20to%20Procedural%20Text
ures
When making my 3D game I will use
Procedural Textures so the game
engine can upload the textures a lot
fas ter which makes the process a lot
easier and quicker.
14. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
14
Thi s is an example of Procedural Textures being used on an environment.
Physics “Computer animation
physics or game
physics involves the
introduction of the
laws of physics into a
simulation or game
engine, particularly in
3D computer graphics,
for the purpose of
making the effects
appear more real to
the observer.
Typically, simulation
physics is only a close
approximation to real
physics, and
computation is
performed using
discrete values.”
http://en.wikipedia.org/wiki/Ga
me_physics
When I am making my game I will be
adding physics to my game engine so
i t makes the game a lot more fun to
play. Some examples of physics I will
be incorporating into my game will
be ragdoll physics for the character
models and physics that allow you to
pick up objects.
Thi s is an example of physics being used in the game Portal, as seen in the image the
phys ics engine allow the cube to float and move along the map when placed within
the blue beam.
15. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
15
Collision “Collision detection
algorithmically
calculates impact time
by identifying two or
more object
intersection points.
Collision detection is
also a virtual interface
that determines user
and object distance for
collision prevention.”
http://www.techopedia.com/d
efinition/4778/collision-detection
I wi l l use collision detection in my 2D
game so during gameplay none of my
objects accidentally go through each
other.
Thi s is hit collision being used in a game. As seen in the image every item apart from
the background and the platforms have a square around them, this i s so the game can
de tect when a n i tem “collides” wi th another i tem within the game and makes sure
the y don’t go through each other.
16. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
16
Lighting “Lighting is one of the
most important and
influential elements in
environments. It has
the power to make or
break the visuals,
theme and
atmosphere.”
http://www.moddb.com/tutori
al s/lighting-in-game-envi
ronments-the-hows-and-whys
I wi l l be using lighting in my Games
so i t can help provide a better
experience during gameplay and set
the mood for the player.
Thi s is a good example of lighting being used in a video game, the laser being
projected of the characters cannon protrudes a yellow l ight, and this can provide a
good ambience within the game such as in the image above.
AA – Anti-
Aliasing
“You know the little
rough edges that are
sometimes in games?
Well anti-aliasing can
detect these edges
and smooth them out
using a quick scan of
them. If the higher the
number the more
edges it can scan at
once.”
https ://answers.yahoo.com/qu
es tion/index?qid=20100420031
929AAON6YB
https ://www.youtube.com/watch?v=hqi0114mwtY
Thi s video is a 2 minute explanation video of Anti-Aliasing where the person in the
vi de o explains the e ntirety of what it is, how i t’s used and why i ts important.
17. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
17
LoD –
Level of
Detail
“Level of detail is a
general design term
for video game
landscapes in which
closer objects are
rendered with more
polygons than objects
that are farther away.”
http://www.techopedia.com/d
efinition/11791/level-of-detail-lod
I wi l l be using LoD in my game so
although the quality decreases when
further away, but up close the detail
wi l l appear a lot more impressive.
Thi s picture provides the difference in Level of Detail, as seen the model on the right
has a very blurred appearance and some detail, the model in the middle provides
s ome more detail around various parts of the body s uch as the facial area where i t’s a
bi t smoother and on the pants/shoes where it shows a more realistic design. The
image on the l eft has a lot more detail and i ts added a lot more improvement all
around the body such as a vast improvement on the gauntlets, torso and pants.
Animation “Video games are at
the
forefront
of
interacti
ve 2-D
and 3-D
Animation. 3-D
animator
s help
design
and
model
new
products
and
I wi l l be using a few animations
within both the 2D and 3D games so
i t makes my game look a lot better
than without. For example some
a ni mations I’ll be making will be my
characters walking, jumping and
running.
https ://www.youtube.com/watch?v=M4xJaXLE_98
Tutorial on making video game animations. In this tutorial i t teaches the viewer on
how to create an animation of a figure running with swords, this goes through the
various s tages such as drawing the animation, turning it into a physical model and
creating each frame of the animation.
18. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
18
Industrial machines.”
http://entertainment.howstuff
works .com/
computer-animation.
h
tm
Sprite “An independent
graphic object
controlled by its own
bit plane (area of
memory). Commonly
used in video games,
sprites move freely
across the screen,
passing by, through
and colliding with each
other.”
http://www.yourdictionary.co
m/sprite
My 2D game will be using a lot of
sprites within the game to represent
a l l the differe nt “entities” within the
game such as the player, the enemies
and the objects such as keys and
doors .
Thi s is an image of some of the character and menu sprites in Marvel vs Capcom 2
which appear in game on the character and stage select menu, as you can see each
spri te is designed in a similar artistic s tyle.
19. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
19
Scene “A non-interactive
portion of a game. A
Cut Scene normally
divides the action of a
video game up a bit,
and allows the story
line to be presented
more clearly.”
http://vgs trategies.about.com/
od/s trategyglossary/g/cutscene
.htm
My 3D game will have some
cuts cenes within it to give a s tory to
the game and also to show off the
game to the player before i t starts.
Thi s is an image of the opening cut s cene from Metal Gear Solid 4. Thi s scene i s non
interactive but shows the initial story of the game so the player gets an initial view of
thei r objective as well as show off the Game Engine.
Library “The Lightweight Java
Game Library (LWJGL)
is a solution aimed
directly at professional
and amateur Java
programmers alike to
enable commercial
quality games to be
written in Java. LWJGL
provides developers
access to high
performance
crossplatform libraries
such as OpenGL (Open
Graphics Library),
OpenCL (Open
Computing Language)
When making my games the
programs I will use will most likely
have a library of premade objects
and models for me to use in my
games if I wish.
An e xa mple of s omeone using premade objects a nd ma terials from the e ngine’s
l ibrary.
20. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
20
and OpenAL (Open
Audio Library) allowing
for state of the art 3D
games and 3D sound.”
http://lwjgl.org/
UI “What we’re referring
to as UI here is the
way players can
interact with the game
and receive feedback
of their interaction. It
generally applies to
the interactivity and
concepts of a game.”
http://www.hongkiat.com/blog
/video-games-ui-evolution/
I wi l l be making a User Interface for
my game so the player can keep track
of important parts of the game such
as how much health the playable
character has left.
Thi s is an example of a UI being used in a video game. On this UI the player can keep a
track of many important components such as if his character i s standing or s itting,
How much ammo the character has left and a map so the player can find where the
enemies are as well as where to go.
Frames “A measure of how
much information is
used to store and
display motion video.
The term applies
equally to film video
and digital video.”
http://www.webopedia.com/T
ERM/F/fps.html
When making my games the games
i ts elf will run on “fra mes per
s e conds” which s hows how s mooth
the game will run, I will be keeping
an eye on the FPS to see what I will
need to change/keep to keep the FPS
at an optimal level for gameplay.
https ://www.youtube.com/watch?v=jNKON2e-h4w
The video focuses on the controversy behind the amount of FPS in the next gen
consoles, but i t also explains what FPS is and how i t is incorporated into game engines.
21. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
21
Concept “What is concept art?
Concept art, often
referred to as visual
development, is the
initial design used to
develop the look and
feel of a project.”
http://artistryingames.com/con
cept-art-concept-art-important/
When making the characters,
enemies and envi ronments for my
games I will likely make some
concept art of various designs for
them until I find one that I think looks
right.
Thi s image shows early concept art of the protagonist from Prototype, Alex Mercer. In
the image it shows various concepts of the character doing various actions such as
fighting and running.
22. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
22
Event “Anything that
happens, especially
something important
or unusual”
http://dictionary.cambridge.org
/dictionary/british/event
I wi l l be adding many events into my
games to keep the action good and
ma ke sure the playe r won’t get bored
of the game. One example is I might
ha ve a bunch of enemies “ambush”
the pl ayer when they don’t e xpect it
which will force him to battle them
al l.
Thi s image is an example of an event occurring in a video game, in this example it
shows the game Half Life 2, where as soon as you walk up to the guard he knocks a
trash can of a bin, and the player must then put the can back in the bin, this is a
s cripted event.
23. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
23
Pathfindin
g
“One of the greatest
challenges in the
design of realistic
Artificial Intelligence
(AI) in computer
games is agent
movement. Pathfinding
strategies are usually
employed as the core
of any AI movement
system. Pathfinding
strategies have the
responsibility of finding
a path from any
coordinate in the game
world to another.”
http://gamesitb.com/pathgrah
am.pdf
I wi l l incorporate Pathfinding in my
games so the enemy AI can “explore”
round the map which provides for
more interesting gameplay for the
player and add a bit more of realistic
gameplay for the AI.