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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
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.

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Callum deighton engine terminology

  • 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.