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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: Paulina 
Kucharska 
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 
TESTING 
Demo Demo software is a trial version of a 
software program which allows people 
to use i t for free while they decide 
whether or not to buy i t. 
wi segeek.com 
Demo s tands for ‘demonstration’, it 
conta ins all the vi sual aspects of the final 
vers ion of the game, but we can play only 
a l i ttle of i t, usually one or few 
mi s sions/events which occurs at the very 
beginning. It is available for free, so 
people can try the game and decide 
whether to buy i t or not.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
Beta A pre-release of software that is given 
out to a large group of users to try 
under real conditions. Beta versions 
have gone through alpha testing in-hous 
e and are generally fairly close in 
look, feel and function to the final 
product; however, design changes 
often occur as a result. 
pcmag.com 
Beta versions resemble the final game, 
but people testing them still can advice 
l i ttle details which may make the final 
vers ion a bit more enjoyable. 
Alpha Alpha software is computer software 
that i s s till in the early testing phase. It 
i s functional enough to be used, but i s 
unpolished and often lacks many of the 
features that will be included in the 
final version of the program. 
techterms.com 
Alpha version becomes released before 
the fi nal ve rsion. It doesn’t contain all the 
aspects of the game, but have just enough 
to try the game and decide whether to 
buy i t when game will be complete.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
Pre-Alpha A development status given to a 
program or application that is usually 
not feature complete, and is not usually 
released to the public. Developers are 
usually still deciding on what features 
the program should have at this status. 
Thi s status comes before the alpha 
vers ion, and is the first status given to a 
program. 
wiktionary.org 
The most early s tage in game 
development. It used to show potential 
cus tomers a game and help to imagine 
how i t wi ll l ook like when i mprove d. It’s 
brief and the major decisions take place. 
Gold In software and application 
development, a gold version is the final 
s tage of software development and 
fol lows the alpha and beta testing 
cycles of software development. The 
gold version i s the final version of the 
software as i t will be released to the 
public. Mos t or all known bugs prior to 
release are fixed, and all intended 
functions for final release are 
implemented. 
webopedia.com 
When the game goes gold, i t means its 
completed and i t will be released but 
ha s n’t been ye t.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
Debug To find and remove errors (bugs) from 
a software program. Bugs occur in 
programs when a line of code or an 
ins truction conflicts with other 
elements of the code 
webopedia.com 
Simply to just remove bugs you noticed 
during the game testing and repairing 
them. 
Automation Automated software testing is a 
process in which software tools 
execute pre-scripted tests on a 
software application before i t is 
released into production. 
searchsoftwarequality.techtarget.com 
benefits of automated testing 
Peopl e let machines do the testing, as 
they work faster than a human, and can 
al so spot the imperfections people 
omi tted.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
5 
White-Box Testing It i s a software testing method in which 
the internal 
s tructure/design/implementation of 
the item being tested is known to the 
tes ter. The tester chooses inputs to 
exerci se paths through the code and 
determines the appropriate outputs. 
Thi s method is named so because the 
software program, in the eyes of the 
tes ter, is like a white/transparent box; 
ins ide which one clearly sees. 
softwaretestingfundamentals.com 
It’s one of the testing methods alongside 
with black- and grey box testing. It deals 
with internal parts of the game and 
checks if they work. 
Bug A defect or imperfection, as in a 
mechanical device, computer program, 
or plan; glitch 
dictionary.reference.com 
It occurs when some aspects in a game 
col l ide with each other. Some of them are 
seem funny, but most serious ones can 
affect the gameplay.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
6 
GAME 
ENGINES 
GAME 
ENGINES 
Vertex Shader A programmable function in display 
adapters that offers a graphics 
application programmer flexibility in 
rendering an image. The vertex shader 
i s used to transform the attributes of 
vertices (points of a triangle) such as 
colour, texture, position and direction 
from the original colour space to the 
di splay space. It allows the original 
objects to be distorted or reshaped in 
any manner. 
pcmag.com 
It al lows the programmers to give their 
creations/assets different textures. 
Pixel Shader The pixel shader is another 
programmable function that allows 
flexibility in shading an individual pixel. 
Pixel shaders are used to change the 
appearance of the pixels. 
pcmag.com 
They create the colour appearing on 
objects and take care of each 
independent pixel.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
7 
Post Processing Final touches done after completing a 
map. These are the special effects 
making the game looks better, film-al 
ike. It may include intensifying a 
colour, adding the depth to a scene, 
showing light strokes, etc. 
Applying l ittle details (such as 
sunlightning, mist/fog, the weapons’ 
glow etc.) to the final work what makes 
the game feel like a film. 
Rendering In 3-D graphic design, rendering is the 
process of add shading, colour and 
lamination to a 2-D or 3-D wireframe in 
order to create life-like images on a 
s creen. Rendering may be done ahead 
of time (pre-rendering) or i t can be 
done in on-the-fly in real time. Real-time 
rendering is often used for 3-D 
video games, which require a high level 
of interactivity with the player. 
whatis.techtarget.com 
Rendering is a process with which an 
arti st creates graphic images step-by-step 
for a game.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
8 
Normal Map Rather than having a colour range of 
black to white, like a bump map uses, 
normal maps consist of red, green, and 
blue. These RGB values translates to x, 
y, and z coordinates, allowing a 2D 
image to represent depth. This way, a 
3D application is able to fake lighting 
deta ils based on the colour associated 
with the 3D coordinate. 
gamedevelopment.tutsplus.com 
It i s applied to the 3D objects so the light 
and shade will appear on them more 
realistically. 
Entity An enti ty i s something that exists in 
your game world. Again, an entity is 
l i ttle more than a list of components. 
The entity i s an implicit aggregation of 
the components tagged with i ts ID. If 
you want, you can allow components to 
be dynamically added to and removed 
from enti ties. 
www.gamedev.net 
Every object (and non-objects) in the 
game is classified and has a role given. 
Thi s and the special object’s 
name/number help with identifying it by 
the game.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
9 
UV Map It i s the 3D modelling process of making 
a 2D image representation of a 3D 
model's surface. The letters "U" and 
"V" denote the axes of the 2D texture. 
wikipedia.org 
Every three dimensional object in the 
game has a thin upper layer which i s first 
separated from i t and flattened, so we 
can access every part of it and add colours 
and shades. 
Procedural 
Texture 
A procedural texture is a computer-generated 
image created using an 
algorithm intended to create a realistic 
representation of natural elements 
such as wood, marble, granite, metal, 
s tone, and others. 
wikipedia.org 
Procedural textures are easy to make, as 
we don’t need artistic s kills to ge nerate 
them – we are s electing commands in 
special programmes. Making them this 
way of them is definitely fasted than 
pa i nting them digitally, i t’s also easy to 
change the size of an object and it will still 
have the right looking pattern.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
10 
Physics The subject most applicable to realistic 
game content is the subject of 
me cha nics, which is re ally what’s 
me a nt by “re al physics.” By de finition, 
mechanics is the study of bodies at rest 
and in motion and of the effect of 
forces on them. The subject of 
mechanics is subdivided into statics, 
which specifically focuses on bodies at 
res t, and dynamics, which focuses on 
bodies in motion. 
books.google.co.uk 
By adding physics, even the cartoonish 
game feels more realistic. They indicate a 
motion, how the character falls, what will 
happen if someone gets smashed. 
Wi thout the physics the ga me wouldn’t 
be interesting at all and confusing. 
Collision A col lision hull is usually some form of 
s implified duplicate mesh of a 'parent' 
object, a simple cyl inder that surrounds 
a complex Gothic pillar for example. 
Thi s reduced version acts on behalf of 
i ts parent object, which in turn is used 
by game engines for the detection of 
impacts, collision and physics - in effect 
optimising the amount of prioritisation 
a computer has to do to calculate 
player and user interaction within the 
game environment. 
katsbits.com 
Col l ision is used to prevent objects and 
characters wander out of the map level or 
going through the walls like a ghost 
(unless you intend to do that) .
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
11 
Lighting Lighting i s one of the most important 
and influential elements in 
envi ronments. It has the power to 
make or break the vi suals, theme and 
atmosphere. It creates atmosphere. It 
makes places look s cary/cosy or 
warm/cold. It augments the three 
dimensional feel of objects and i t 
creates composition and balance to 
lead the player's eyes around. 
moddb.com 
Good use of lightning can improve the 
gaming experience. If the light would be 
the same during the night or in the 
dungeon (or place radiating evil force) i t 
would be just boring and not convincing 
enough. 
AA – Anti-Aliasing Anti -aliasing is a technique of blending 
bitmap-based images and text to 
reduce the stair-stepping or jagged 
appearance. In areas of transition, the 
edge pixels are blended to give a 
smoother appearance. 
graphicssoft.about.com 
Anti aliasing soothes the overly pixelated 
look of graphics by adding shades 
inbetween the colour borders. 
LoD – Level of 
Detail 
It i s a general design term for video 
game landscapes in which closer 
objects are rendered with more 
polygons than objects that are farther 
away. 
techopedia.com 
Level of Detail s ets how much the object 
i s s implified while being at the certain 
di s tance from our character. Object far 
away of us appear more angular, since we 
are not focusing on them. It helps with 
better game performance.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
12 
Animation A s imulation of movement created by 
di splaying a s eries of pictures, or 
frames. Animation s tarts with 
independent pictures and puts them 
together to form the illusion of 
continuous motion. 
webopedia.com 
Nobody l ikes if the game would contain 
onl y s till figures (e ven if it’s a board game 
played on computer). With animation we 
can give objects a life and motion. 3D 
animation is made of setting the pose, 
s i ze or sometimes structure of a s ingle 
object, then allowing to skip from one 
onto another creating smooth movement. 
2D images are made by drawing an object 
in several different poses (depending how 
smooth you want i t to move) and placing 
them one after another.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
13 
Sprite A spri te is a single graphic image that is 
incorporated into a larger s cene so that 
i t appears to be part of the s cene. 
Spri tes are a popular way to create 
large, complex s cenes as you can 
manipulate each sprite separately from 
the res t of the scene. This allows for 
greater control over how the scene is 
rendered, as well as over how the 
players can interact with the s cene. 
gamedevelopment.tutsplus.com 
2D games are made from hundreds of 
s pri tes. It’s much e asier to cre ate small 
parts and join them together rather than 
drawing the same thing again and again 
but with few little differences. Sprites of 
the same object are put on the same file 
ne xt to e a ch other. It’s ca lled a s prite 
sheet and i t reduces the amount of 
memory used by the game. Sprite sheets 
are then combined to create a 2D 
animation. 
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 
s tory l ine to be presented more clearly. 
Areas of the game referred to as Cut 
Scenes are non-playable segments of 
the video game. 
vgs trategies.about.com 
A short video which appears at the 
beginning of a game (introducing shortly 
to a world and main character), before 
any important events, and at the end 
informing what happened after.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
14 
Library A col lection of assets for a game. Folders helping to classify, sort and 
manage graphic images as well as 
handling every component and game 
aspect for 2D and 3D engines. Well 
organised library allows us for the easy 
access to things. 
UI (User Interface) It i s everything designed into an 
information device with which a human 
being may interact -- including display 
s creen, keyboard, illuminated 
characters, help messages [etc.] 
searchsoa.techtarget.com 
It’s what player s ees when playing a 
game. User Interface tells him things like a 
cha ra cter’s health and mana, l vl; basis the 
player needs and wants to be aware of. UI 
al so allows him to interact with objects it 
sees.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
15 
Frames Frames per second (FPS) is a unit that 
measures display device performance. 
It cons ists of the number of complete 
s cans of the display screen that occur 
each second. This is the number of 
times the image on the screen is 
refreshed each second, or the rate at 
which an imaging device produces 
unique sequential images called 
frames. 
techopedia.com 
Larger number of frames per second gives 
better quality of an animation. 
Concept An idea of something formed by 
mentally combining all i ts 
characteristics or particulars; a 
cons truct. 
thefreedictionary.com 
Every game starts from a small idea (the 
conce pt), then i t’s e xpanded more and 
deta ils are put, when people are satisfied 
with what they thought of, they can s tart 
creating it. The concept is usually a brief 
i ma ginary, a nd i t relies on team’s skills 
how well the game will be presented at 
the end.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
16 
Event Anything that happens when a player 
does/interacts with something in a 
game world. 
Anything that happens in the game world, 
whenever a player does something (for 
example talking with NPC) or goes to a 
specific place (maybe a castle). 
Events can affect the storyline either a 
l i ttle or completely change the final 
outcome.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
17 
Pathfinding Pathfinding is a game term used to 
refer to the way units will move 
between to given points in the game 
envi ronment. 
metaboli.co.uk 
It determines which way should a 
character go to reach the goal. It also 
shows the shortest way to i t (though not 
always the easiest).

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The Purposes and Functions of components of Game Engines

  • 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: Paulina Kucharska 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 TESTING Demo Demo software is a trial version of a software program which allows people to use i t for free while they decide whether or not to buy i t. wi segeek.com Demo s tands for ‘demonstration’, it conta ins all the vi sual aspects of the final vers ion of the game, but we can play only a l i ttle of i t, usually one or few mi s sions/events which occurs at the very beginning. It is available for free, so people can try the game and decide whether to buy i t or not.
  • 2. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 2 Beta A pre-release of software that is given out to a large group of users to try under real conditions. Beta versions have gone through alpha testing in-hous e and are generally fairly close in look, feel and function to the final product; however, design changes often occur as a result. pcmag.com Beta versions resemble the final game, but people testing them still can advice l i ttle details which may make the final vers ion a bit more enjoyable. Alpha Alpha software is computer software that i s s till in the early testing phase. It i s functional enough to be used, but i s unpolished and often lacks many of the features that will be included in the final version of the program. techterms.com Alpha version becomes released before the fi nal ve rsion. It doesn’t contain all the aspects of the game, but have just enough to try the game and decide whether to buy i t when game will be complete.
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 Pre-Alpha A development status given to a program or application that is usually not feature complete, and is not usually released to the public. Developers are usually still deciding on what features the program should have at this status. Thi s status comes before the alpha vers ion, and is the first status given to a program. wiktionary.org The most early s tage in game development. It used to show potential cus tomers a game and help to imagine how i t wi ll l ook like when i mprove d. It’s brief and the major decisions take place. Gold In software and application development, a gold version is the final s tage of software development and fol lows the alpha and beta testing cycles of software development. The gold version i s the final version of the software as i t will be released to the public. Mos t or all known bugs prior to release are fixed, and all intended functions for final release are implemented. webopedia.com When the game goes gold, i t means its completed and i t will be released but ha s n’t been ye t.
  • 4. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 4 Debug To find and remove errors (bugs) from a software program. Bugs occur in programs when a line of code or an ins truction conflicts with other elements of the code webopedia.com Simply to just remove bugs you noticed during the game testing and repairing them. Automation Automated software testing is a process in which software tools execute pre-scripted tests on a software application before i t is released into production. searchsoftwarequality.techtarget.com benefits of automated testing Peopl e let machines do the testing, as they work faster than a human, and can al so spot the imperfections people omi tted.
  • 5. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 5 White-Box Testing It i s a software testing method in which the internal s tructure/design/implementation of the item being tested is known to the tes ter. The tester chooses inputs to exerci se paths through the code and determines the appropriate outputs. Thi s method is named so because the software program, in the eyes of the tes ter, is like a white/transparent box; ins ide which one clearly sees. softwaretestingfundamentals.com It’s one of the testing methods alongside with black- and grey box testing. It deals with internal parts of the game and checks if they work. Bug A defect or imperfection, as in a mechanical device, computer program, or plan; glitch dictionary.reference.com It occurs when some aspects in a game col l ide with each other. Some of them are seem funny, but most serious ones can affect the gameplay.
  • 6. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 6 GAME ENGINES GAME ENGINES Vertex Shader A programmable function in display adapters that offers a graphics application programmer flexibility in rendering an image. The vertex shader i s used to transform the attributes of vertices (points of a triangle) such as colour, texture, position and direction from the original colour space to the di splay space. It allows the original objects to be distorted or reshaped in any manner. pcmag.com It al lows the programmers to give their creations/assets different textures. Pixel Shader The pixel shader is another programmable function that allows flexibility in shading an individual pixel. Pixel shaders are used to change the appearance of the pixels. pcmag.com They create the colour appearing on objects and take care of each independent pixel.
  • 7. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 7 Post Processing Final touches done after completing a map. These are the special effects making the game looks better, film-al ike. It may include intensifying a colour, adding the depth to a scene, showing light strokes, etc. Applying l ittle details (such as sunlightning, mist/fog, the weapons’ glow etc.) to the final work what makes the game feel like a film. Rendering In 3-D graphic design, rendering is the process of add shading, colour and lamination to a 2-D or 3-D wireframe in order to create life-like images on a s creen. Rendering may be done ahead of time (pre-rendering) or i t can be done in on-the-fly in real time. Real-time rendering is often used for 3-D video games, which require a high level of interactivity with the player. whatis.techtarget.com Rendering is a process with which an arti st creates graphic images step-by-step for a game.
  • 8. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 8 Normal Map Rather than having a colour range of black to white, like a bump map uses, normal maps consist of red, green, and blue. These RGB values translates to x, y, and z coordinates, allowing a 2D image to represent depth. This way, a 3D application is able to fake lighting deta ils based on the colour associated with the 3D coordinate. gamedevelopment.tutsplus.com It i s applied to the 3D objects so the light and shade will appear on them more realistically. Entity An enti ty i s something that exists in your game world. Again, an entity is l i ttle more than a list of components. The entity i s an implicit aggregation of the components tagged with i ts ID. If you want, you can allow components to be dynamically added to and removed from enti ties. www.gamedev.net Every object (and non-objects) in the game is classified and has a role given. Thi s and the special object’s name/number help with identifying it by the game.
  • 9. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 9 UV Map It i s the 3D modelling process of making a 2D image representation of a 3D model's surface. The letters "U" and "V" denote the axes of the 2D texture. wikipedia.org Every three dimensional object in the game has a thin upper layer which i s first separated from i t and flattened, so we can access every part of it and add colours and shades. Procedural Texture A procedural texture is a computer-generated image created using an algorithm intended to create a realistic representation of natural elements such as wood, marble, granite, metal, s tone, and others. wikipedia.org Procedural textures are easy to make, as we don’t need artistic s kills to ge nerate them – we are s electing commands in special programmes. Making them this way of them is definitely fasted than pa i nting them digitally, i t’s also easy to change the size of an object and it will still have the right looking pattern.
  • 10. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 10 Physics The subject most applicable to realistic game content is the subject of me cha nics, which is re ally what’s me a nt by “re al physics.” By de finition, mechanics is the study of bodies at rest and in motion and of the effect of forces on them. The subject of mechanics is subdivided into statics, which specifically focuses on bodies at res t, and dynamics, which focuses on bodies in motion. books.google.co.uk By adding physics, even the cartoonish game feels more realistic. They indicate a motion, how the character falls, what will happen if someone gets smashed. Wi thout the physics the ga me wouldn’t be interesting at all and confusing. Collision A col lision hull is usually some form of s implified duplicate mesh of a 'parent' object, a simple cyl inder that surrounds a complex Gothic pillar for example. Thi s reduced version acts on behalf of i ts parent object, which in turn is used by game engines for the detection of impacts, collision and physics - in effect optimising the amount of prioritisation a computer has to do to calculate player and user interaction within the game environment. katsbits.com Col l ision is used to prevent objects and characters wander out of the map level or going through the walls like a ghost (unless you intend to do that) .
  • 11. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 11 Lighting Lighting i s one of the most important and influential elements in envi ronments. It has the power to make or break the vi suals, theme and atmosphere. It creates atmosphere. It makes places look s cary/cosy or warm/cold. It augments the three dimensional feel of objects and i t creates composition and balance to lead the player's eyes around. moddb.com Good use of lightning can improve the gaming experience. If the light would be the same during the night or in the dungeon (or place radiating evil force) i t would be just boring and not convincing enough. AA – Anti-Aliasing Anti -aliasing is a technique of blending bitmap-based images and text to reduce the stair-stepping or jagged appearance. In areas of transition, the edge pixels are blended to give a smoother appearance. graphicssoft.about.com Anti aliasing soothes the overly pixelated look of graphics by adding shades inbetween the colour borders. LoD – Level of Detail It i s a general design term for video game landscapes in which closer objects are rendered with more polygons than objects that are farther away. techopedia.com Level of Detail s ets how much the object i s s implified while being at the certain di s tance from our character. Object far away of us appear more angular, since we are not focusing on them. It helps with better game performance.
  • 12. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 12 Animation A s imulation of movement created by di splaying a s eries of pictures, or frames. Animation s tarts with independent pictures and puts them together to form the illusion of continuous motion. webopedia.com Nobody l ikes if the game would contain onl y s till figures (e ven if it’s a board game played on computer). With animation we can give objects a life and motion. 3D animation is made of setting the pose, s i ze or sometimes structure of a s ingle object, then allowing to skip from one onto another creating smooth movement. 2D images are made by drawing an object in several different poses (depending how smooth you want i t to move) and placing them one after another.
  • 13. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 13 Sprite A spri te is a single graphic image that is incorporated into a larger s cene so that i t appears to be part of the s cene. Spri tes are a popular way to create large, complex s cenes as you can manipulate each sprite separately from the res t of the scene. This allows for greater control over how the scene is rendered, as well as over how the players can interact with the s cene. gamedevelopment.tutsplus.com 2D games are made from hundreds of s pri tes. It’s much e asier to cre ate small parts and join them together rather than drawing the same thing again and again but with few little differences. Sprites of the same object are put on the same file ne xt to e a ch other. It’s ca lled a s prite sheet and i t reduces the amount of memory used by the game. Sprite sheets are then combined to create a 2D animation. 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 s tory l ine to be presented more clearly. Areas of the game referred to as Cut Scenes are non-playable segments of the video game. vgs trategies.about.com A short video which appears at the beginning of a game (introducing shortly to a world and main character), before any important events, and at the end informing what happened after.
  • 14. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 14 Library A col lection of assets for a game. Folders helping to classify, sort and manage graphic images as well as handling every component and game aspect for 2D and 3D engines. Well organised library allows us for the easy access to things. UI (User Interface) It i s everything designed into an information device with which a human being may interact -- including display s creen, keyboard, illuminated characters, help messages [etc.] searchsoa.techtarget.com It’s what player s ees when playing a game. User Interface tells him things like a cha ra cter’s health and mana, l vl; basis the player needs and wants to be aware of. UI al so allows him to interact with objects it sees.
  • 15. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 15 Frames Frames per second (FPS) is a unit that measures display device performance. It cons ists of the number of complete s cans of the display screen that occur each second. This is the number of times the image on the screen is refreshed each second, or the rate at which an imaging device produces unique sequential images called frames. techopedia.com Larger number of frames per second gives better quality of an animation. Concept An idea of something formed by mentally combining all i ts characteristics or particulars; a cons truct. thefreedictionary.com Every game starts from a small idea (the conce pt), then i t’s e xpanded more and deta ils are put, when people are satisfied with what they thought of, they can s tart creating it. The concept is usually a brief i ma ginary, a nd i t relies on team’s skills how well the game will be presented at the end.
  • 16. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 16 Event Anything that happens when a player does/interacts with something in a game world. Anything that happens in the game world, whenever a player does something (for example talking with NPC) or goes to a specific place (maybe a castle). Events can affect the storyline either a l i ttle or completely change the final outcome.
  • 17. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 17 Pathfinding Pathfinding is a game term used to refer to the way units will move between to given points in the game envi ronment. metaboli.co.uk It determines which way should a character go to reach the goal. It also shows the shortest way to i t (though not always the easiest).