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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: 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 (video games)) A game demo is a freely 
di s tributed demonstration or preview of an 
upcoming or recently released video game. 
Demos are typically released by the game's 
publisher to help consumers get a feel of the 
game before deciding whether to buy the full 
vers ion. 
http://en.wikipedia.org/wiki/Game_demo 
If we make a demo of our game we can 
show others a quick snip-it of our 
creation. This will help generate buzz 
and hopefully grantee buyers. 
Thi s is an example of a demo, a demo 
di s c from the good old days of the PS2.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
Beta Beta's are just a test for developers. 
They want to see how well their game 
works when randoms are playing it, 
find out if they got anything wrong 
before they sell it ect. 
Some betas do look at your playing 
habits inside the game, and send 
details on your playing back to the 
developer. It lets them check whether 
you’re playing the game the way they 
intended. A large amount of beta 
feedback is also relayed through 
forums and questionnaires. You can 
probably find the relevant forum in 
Google if you want to provide feedback 
to the developer. 
In short, it lets the see if they messed 
anything up, or need to make anything 
better, and fix it before people actually 
pay for the game. 
https://answers.yahoo.com/question/in 
dex?qid=20110421155200AAjBaBn 
We could place our game into beta and 
al low people to play our game and tell 
us what they think. This will help with 
finding bugs and it will also help us get 
an idea of what people think of our 
game. 
Thi s is a picture that was a advertisement for the beta of the game 
Des tiny.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
Alpha In independent games, or just "Indie" 
Games, The alpha stage is a low 
cost release to gain popularity before 
the game is released as a retail 
copy. 
http://johngreasygamer.hubpages.co 
m/question/228316/what-is-the-alpha- 
stage-in-video-games-and-their- 
testing 
The alpha stage will be useful to test 
out our game mechanics and the game 
in general. 
Thi s is a picture of someone downloading the alpha for the game 
des tiny. 
Pre-Alpha Pre-Alpha is a standard term to denote 
a number of interim milestones 
between prototyping and alpha, each 
of which includes new functionality 
and/or game 
content. http://www.whatgamesare.co 
m/pre-alpha.html 
Thi s will be used to help us test out the 
game engine before we go deeper into 
production. 
Thi s is a s creen shot of the pre-alpha of Minecraft. 
Gold Bas ically, when a game goes "gold", the beta-tes 
ting phase has been successful and passed, 
therefore allowing the game to be 
duplicated/produced and published for retail 
sale. 
https ://answers.yahoo.com/question/index?qi 
d=20070607052358AAxntHM 
The gold stage will be extremely useful 
because i t would signify the end of 
production and tell us that our creation 
i s a success. 
Thi s is a picture of the retailed version of the game Destiny.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
Debug Debugging is a methodical process of finding 
and reducing the number of bugs, or defects, 
in a computer program or a piece of electronic 
hardware, thus making i t behave as expected. 
Debugging tends to be harder when various 
subsystems are tightly coupled, as changes in 
one may cause bugs to emerge in another. 
http://en.wikipedia.org/wiki/Debugging 
Thi s stage i s a key s tage because i t 
al lows us to play through the game and 
fix any problems we come across, 
making the game an overall better 
experience. 
Thi s is a s creen cap of someone going through the debugging 
process. 
Automation The us e or introduction of automatic 
equipment in a manufacturing or other process 
or faci lity. 
https ://www.google.co.uk/?gfe_rd=cr&ei=oJUJ 
VJf5KeOq8wfb14GYDA#q=what+is+automation 
(google definition) 
Thi s would be where we add game 
mechanics (by the use of scripts), a 
very useful procedure in the whole 
creation process. 
Thi s is a picture giving an explanation of what automation is. 
White-Box 
Testing 
Al so known as glass box, s tructural, 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 s elect the test data. 
http://www.webopedia.com/TERM/W/White_ 
Box_Tes ting.html 
Thi s will be useful to test out our 
programming to see if it all works, and 
i f not. Fix it. 
Thi s is a picture explaining the process of white-box testing.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
5 
Bug Sometimes called a glitch, a bug is just 
something wrong with the program. 
Sometimes it might be not serious 
maybe something like when you prone 
on the ground, you might be displayed 
incorrectly. And sometimes it might be 
serious, like in Call of Duty 4 (recently 
fixed) you used to be able to dodge 
headshots by leaning, even though a 
bullet would hit your face, the game 
would register it as a miss. 
https://answers.yahoo.com/question/in 
dex?qid=20080622111127AAsXob5 
Understanding this term will be useful 
so that we can understand and identify 
problems we experience or is reported 
to us during beta testing. 
Thi s is a picture of bug that was found in the game Battlefield.
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 Vertex Shader i s also GPU component and is 
al so programmed using a specific assembly-like 
language, like pixel shaders, but are oriented 
to the s cene geometry and can do things like 
adding cartoony silhouette edges to objects, 
etc. 
http://s tackoverflow.com/questions/832545/ 
what-are-vertex-and-pixel-shaders 
Thi s will be useful to us so that we can 
make objects in our game look more 
realistic (or not), in other words making 
objects look like we want. 
Thi s is a picture of a vertex shader on a surface.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
7 
Pixel 
Shader 
A Pixel Shader is a GPU (Graphic Processing 
Uni t) component that can be programmed to 
operate on a per pixel basis and take care of 
s tuff l ike lighting and bump mapping. 
http://s tackoverflow.com/questions/832545/ 
what-are-vertex-and-pixel-shaders 
Similar to vertex this will help us make 
envi ronments look l ike we want. 
Thi s a picture of a pixel s hader demonstrating it’s ca pabilities. 
Post 
Processing 
It the effects you see in games like: 
Depth of Field - Blur landscapes in the distance 
or clos e up l ike Camera Out of Focus. 
Motion Blur - Blurs screen movement to give 
games a more "movi e feel" during fast motion. 
HDR - High Dynamic Range Lighting - Lighting 
of envi ronment changes according to were the 
camera view is (Inside/Outside) 
Colour Correction and Clamping - Seems to 
l imit the range of colours to give a more 
realistic feel or washed out feel. 
Looks to be all GPU intensive (Shaders) and can 
s tress graphics cards a lot more at higher 
resolutions. Coli McRae DiRT is a good example 
of Pos t Proccesing intensive game which can 
chug on even the newest cards at extreme 
resolutions. 
http://forum.notebookreview.com/gaming-software- 
graphics-cards/192383-what-pos 
tprocessing.html 
Thi s is helpful to help the game look 
more vi sually appealing and create a 
smoother running scene, by creating a 
blur on further away textures. 
Thi s is a picture of s cene before post processing and after post 
processing.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
8 
Rendering Rendering is the process of 
generating an image from 
a 2D or 3D model (or models in what 
collectively could be called 
a scene file), by means of computer 
programs. Also, the results of such a 
model can be called a rendering. 
http://en.wikipedia.org/wiki/Renderin 
g_(computer_graphics) 
Thi s will be useful to help us create and 
introduce objects and characters into 
the game engine. 
Thi s picture shows the rendering screen of a game working within 
i t’s ga me e ngine. 
Normal 
Map 
Normal mapping used to re-detail simplified 
meshes. In 3D computer graphics, normal 
mapping, or "Dot3 bump mapping", is a 
technique used for faking the lighting of bumps 
and dents – an implementation of bump 
mapping. It i s used to add details without using 
more polygons. 
http://en.wikipedia.org/wiki/Normal_mapping 
We can use this to polish over 
noticeable imperfections and make the 
game look better. 
Thi s is a picture of a normal map before it has been applied. 
Entity Enti ty-component-system (ECS) is a software 
architecture pattern that implements concepts 
from Composition over inheritance using a 
database-like s tructure. Common ECS 
approaches are highly compatible with Data-driven 
programming techniques, and the two 
approaches are often combined. 
http://en.wikipedia.org/wiki/Entity_componen 
t_sys tem 
Enti ties will be used to life and 
intelligence to in game AI. 
Thi s is a picture explaining what entity i s.
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 UV Texturing i s how you texture inside of 
Blender. It can be quite difficult, so this tutorial 
wi l l help you learn the basics of 
unwrapping/texturing simple meshes. You will 
al so learn the basic techniques in unwrapping 
complex textures. 
http://bgetutorials.wordpress.com/2007/12/1 
8/uv-texturing-mapping/ 
Thi s will be useful to add textures to 3d 
objects. 
Thi s is a picture of a UV map before i t has been applied to an 
object, in this case the face of an NPC. 
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. Usually, the natural look of 
the rendered result is achieved by the usage of 
fracta l noise and turbulence functions. 
http://en.wikipedia.org/wiki/Procedural_textu 
re 
Thi s will be useful to help the game run 
a lot smoother by only generating 
complex images when required. 
Thi s is a picture of procedural textures that have been wrapped 
around balls.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
10 
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 
obs erver. Typically, simulation physics is only a 
clos e approximation to real physics, and 
computation is performed using discrete 
values. 
http://en.wikipedia.org/wiki/Game_physics 
Phys ics will be useful to implement real 
l i fe aspects into our game such as 
gravi ty. 
Thi s is a picture a game where a car i s drifting, demonstrating the 
phys ics that have been added to the games engine. 
Collision Col l ision detection typically refers to the 
computational problem of detecting the 
intersection of two or more objects. While the 
topic i s most often associated with i ts use in 
video games and other physical simulations, i t 
al so has applications in robotics. In addition to 
determining whether two objects have 
col l ided, collision detection systems may also 
calculate time of impact (TOI), and report a 
contact manifold (the s et of intersecting 
points). Collision response deals with 
s imulating what happens when a collision is 
detected (see physics engine, ragdoll physics). 
Solving collision detection problems requires 
extensive use of concepts from linear algebra 
and computational geometry. 
http://en.wikipedia.org/wiki/Collision_detectio 
n 
Col l isions will be useful to stop objects 
passing through each other and 
al lowing hit boxes to be created so that 
game mechanics will work. 
Thi s is a picture of s tacked blocks falling down, implying that a 
col l ision has occurred making the blocks fall.
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 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/tutorials/lightin 
g-in-game-environments-the-hows-and-whys 
Lighting i s one of the most useful 
aspects of creation. Applying lighting 
can make mediocre textures look high 
end, with no l ighting high end textures 
look mediocre. 
Thi s is a picture of someone applying light to a scene in the unity 
game engine. 
AA – Anti- 
Aliasing 
Anti-Aliasing is a term used lots when 
selling graphics cards, but what exactly 
is Anti-Aliasing? We look deeper into 
the reasoning behind Anti-Aliasing and 
why we need it in the first place. There 
are varying types of anti-aliasing 
producing different results and different 
levels of performance hit. 
http://www.pantherproducts.co.uk/inde 
x.php?pageid=antialiasing 
Thi s will be useful to fix broken 
textures that may appear due to 
insufficient or incompatible aspect 
ratios. 
Thi s is a picture of a scene before and after anti analysing.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
12 
LoD – Level 
of Detail 
In computer graphics, accounting 
for level of detail involves 
decreasing the complexity of a 3D 
object representation as it moves 
away from the viewer or according to 
other metrics such as object 
importance, viewpoint-relative speed 
or position. Level of detail techniques 
increases the efficiency of rendering 
by decreasing the workload 
on graphics pipeline stages, usually 
vertex transformations. The reduced 
visual quality of the model is often 
unnoticed because of the small effect 
on object appearance when distant 
or moving fast. 
http://en.wikipedia.org/wiki/Level_of_ 
detail 
Thi s will be useful to allow the game 
engine to run smoother since i t is 
loading less detailed images for the 
further away objects, AI or landscape. 
Thi s is a s cene demonstrating the level of detail that has been 
applied. 
Animation Art and animation in video 
games refers to how things 
physically look, which includes 
everything from the packaging 
on a retail video game, to the 
texture of the skin on each 
character, to the graphical user 
interface, to the way a character 
rolls her ankle when she walks. 
It does not include how the 
game-playing device or 
controller (the hardware) looks. 
http://www.gamecareerguide.co 
m/features/413/game_art_and_ 
animation_an_introduction.php 
Thi s is useful to help finish off the 
games visual appeal, textures and 
landscapes may look beautiful but 
without animation the movement of 
the AI and, possibly, objects will ruin 
the game. 
Thi s is a picture of someone animating a character.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
13 
Sprite 1. In computer graphics, 
a sprite (also known by other 
names; see Synonyms below) is 
a two-dimensional image or 
animation that is integrated into 
a larger scene. Initially including 
just graphical objects handled 
separately from the memory 
bitmap of a video display, this 
now includes various manners 
of graphical overlays. 
http://en.wikipedia.org/wiki/Sprite_(computer 
_graphics) 
Sprites are useful i f we would like to 
create a 2D s idescrolling game, so that 
the ga me e ngine doesn’t struggle 
loading complex 3d models. 
Thi s is a picture of sprite form the game maker game engine. 
Scene Scenes contain the objects of your game. They 
can be used to create a main menu, individual 
levels, and anything else. Think of each unique 
Scene file as a unique level. In each Scene, you 
wi l l place your envi ronments, obstacles, and 
decorations, essentially designing and building 
your game in pieces. 
http://docs.unity3d.com/Manual/CreatingScen 
es .html 
Thi s will be useful because this is the 
area where the objects and 
characters/AI will live. Without the 
s cene, there is no game. 
Thi s a picture of an in game s cene.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
14 
Library In computer science, a library i s a collection of 
non-volatile resources used by programs on a 
computer, often to develop software. These 
may include configuration data, 
documentation, help data, message templates, 
pre-wri tten code and subroutines, classes, 
values or type specifications. In IBM's OS/360 
and i ts successors they are referred to as 
parti tioned data s ets. 
http://en.wikipedia.org/wiki/Library_(computi 
ng) 
A l ibrary wi ll be useful to help us keep 
al l of the game files together and 
organised in one place. 
Thi s is a picture of a library in a game engine. 
UI User interface design in games differs 
from other UI design because it 
involves an additional element -- 
fiction. 
http://www.gamasutra.com/blogs/An 
thonyStonehouse/20140227/211823/ 
User_interface_design_in_video_gam 
es.php 
Thi s is the first place the player comes 
into contact with the game. This will be 
useful to us so that we can create an 
appeling interface that keeps the 
player playing. 
Thi s is a picture of the user interface from the unity game engine.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
15 
Frames Frame rate, also known as frame frequency 
and frames per second (FPS), is the frequency 
(rate) at which an imaging device produces 
unique consecutive images called frames. The 
term applies equally well to film and video 
cameras, computer graphics, and motion 
capture systems. Frame rate is most often 
expressed in frames per second (FPS) and is 
al so expressed in progressive s can monitors as 
hertz (Hz). 
http://en.wikipedia.org/wiki/Frame_rate 
Thes e are used to help us monitor the 
speed the game is running at. We hope 
to achieve a solid 60FPS or above. 
Thi s picture demonstrates the difference between 30fps and 
60fps . 
Concept In game theory, a solution concept i s a formal 
rule for predicting how a game will be played. 
Thes e predictions are called "solutions", and 
des cribe which strategies will be adopted by 
players and, therefore, the result of the game. 
The most commonly used solution concepts 
are equilibrium concepts, most famously Nash 
equilibrium. 
http://en.wikipedia.org/wiki/Solution_concept 
Thi s is useful to allow us to generate 
ideas on how we would like the game 
to play, without this the gameplay 
would be choppy and incomplete. 
Thi s is a concept picture for a video game.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
16 
Event So, what are events? Basically, these are 
di s creet moments in the game loop where 
things are made to happen based on what you 
have programmed for them. You see 
GameMaker: Studio works with cycles of these 
events - from the moment a room i s started to 
the moment it is finished there is a game loop 
running where every step (a step is a moment 
in game time, governed by the room speed 
setting) a series of events are run, and you can 
choos e to place code or DnD actions in your 
ins tances that respond to these events. 
http://docs.yoyogames.com/source/dadiospic 
e/000_us ing%20gamemaker/events/index.htm 
l 
Events are useful to keep the game 
running smoothly, by activation events 
i t triggers certain bits of code/script to 
al low/make the game continue instead 
of doing nothing or maybe crashing. 
(Al lowing a constant flow) 
Thi s is a picture showing how the code for triggering an event 
works . 
Pathfinding Pathfinding or pathing is the plotting, by a 
computer application, of the shortest route 
between two points. It is a more practical 
variant on solving mazes. This field of research 
i s based heavily on Dijkstra's algorithm for 
finding the shortest path on a weighted graph. 
http://en.wikipedia.org/wiki/Pathfinding 
If the game s cene is a complicated 
layout, the AI is going to require a 
complex pathfinding in order for i t to 
smartly move around the map. 
Thi s is a picture of the path of a AI, intelligently avoiding objects.

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daryl bates engine terminology finished

  • 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: 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 (video games)) A game demo is a freely di s tributed demonstration or preview of an upcoming or recently released video game. Demos are typically released by the game's publisher to help consumers get a feel of the game before deciding whether to buy the full vers ion. http://en.wikipedia.org/wiki/Game_demo If we make a demo of our game we can show others a quick snip-it of our creation. This will help generate buzz and hopefully grantee buyers. Thi s is an example of a demo, a demo di s c from the good old days of the PS2.
  • 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 Beta's are just a test for developers. They want to see how well their game works when randoms are playing it, find out if they got anything wrong before they sell it ect. Some betas do look at your playing habits inside the game, and send details on your playing back to the developer. It lets them check whether you’re playing the game the way they intended. A large amount of beta feedback is also relayed through forums and questionnaires. You can probably find the relevant forum in Google if you want to provide feedback to the developer. In short, it lets the see if they messed anything up, or need to make anything better, and fix it before people actually pay for the game. https://answers.yahoo.com/question/in dex?qid=20110421155200AAjBaBn We could place our game into beta and al low people to play our game and tell us what they think. This will help with finding bugs and it will also help us get an idea of what people think of our game. Thi s is a picture that was a advertisement for the beta of the game Des tiny.
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 Alpha In independent games, or just "Indie" Games, The alpha stage is a low cost release to gain popularity before the game is released as a retail copy. http://johngreasygamer.hubpages.co m/question/228316/what-is-the-alpha- stage-in-video-games-and-their- testing The alpha stage will be useful to test out our game mechanics and the game in general. Thi s is a picture of someone downloading the alpha for the game des tiny. Pre-Alpha Pre-Alpha is a standard term to denote a number of interim milestones between prototyping and alpha, each of which includes new functionality and/or game content. http://www.whatgamesare.co m/pre-alpha.html Thi s will be used to help us test out the game engine before we go deeper into production. Thi s is a s creen shot of the pre-alpha of Minecraft. Gold Bas ically, when a game goes "gold", the beta-tes ting phase has been successful and passed, therefore allowing the game to be duplicated/produced and published for retail sale. https ://answers.yahoo.com/question/index?qi d=20070607052358AAxntHM The gold stage will be extremely useful because i t would signify the end of production and tell us that our creation i s a success. Thi s is a picture of the retailed version of the game Destiny.
  • 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 Debugging is a methodical process of finding and reducing the number of bugs, or defects, in a computer program or a piece of electronic hardware, thus making i t behave as expected. Debugging tends to be harder when various subsystems are tightly coupled, as changes in one may cause bugs to emerge in another. http://en.wikipedia.org/wiki/Debugging Thi s stage i s a key s tage because i t al lows us to play through the game and fix any problems we come across, making the game an overall better experience. Thi s is a s creen cap of someone going through the debugging process. Automation The us e or introduction of automatic equipment in a manufacturing or other process or faci lity. https ://www.google.co.uk/?gfe_rd=cr&ei=oJUJ VJf5KeOq8wfb14GYDA#q=what+is+automation (google definition) Thi s would be where we add game mechanics (by the use of scripts), a very useful procedure in the whole creation process. Thi s is a picture giving an explanation of what automation is. White-Box Testing Al so known as glass box, s tructural, 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 s elect the test data. http://www.webopedia.com/TERM/W/White_ Box_Tes ting.html Thi s will be useful to test out our programming to see if it all works, and i f not. Fix it. Thi s is a picture explaining the process of white-box testing.
  • 5. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 5 Bug Sometimes called a glitch, a bug is just something wrong with the program. Sometimes it might be not serious maybe something like when you prone on the ground, you might be displayed incorrectly. And sometimes it might be serious, like in Call of Duty 4 (recently fixed) you used to be able to dodge headshots by leaning, even though a bullet would hit your face, the game would register it as a miss. https://answers.yahoo.com/question/in dex?qid=20080622111127AAsXob5 Understanding this term will be useful so that we can understand and identify problems we experience or is reported to us during beta testing. Thi s is a picture of bug that was found in the game Battlefield.
  • 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 Vertex Shader i s also GPU component and is al so programmed using a specific assembly-like language, like pixel shaders, but are oriented to the s cene geometry and can do things like adding cartoony silhouette edges to objects, etc. http://s tackoverflow.com/questions/832545/ what-are-vertex-and-pixel-shaders Thi s will be useful to us so that we can make objects in our game look more realistic (or not), in other words making objects look like we want. Thi s is a picture of a vertex shader on a surface.
  • 7. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 7 Pixel Shader A Pixel Shader is a GPU (Graphic Processing Uni t) component that can be programmed to operate on a per pixel basis and take care of s tuff l ike lighting and bump mapping. http://s tackoverflow.com/questions/832545/ what-are-vertex-and-pixel-shaders Similar to vertex this will help us make envi ronments look l ike we want. Thi s a picture of a pixel s hader demonstrating it’s ca pabilities. Post Processing It the effects you see in games like: Depth of Field - Blur landscapes in the distance or clos e up l ike Camera Out of Focus. Motion Blur - Blurs screen movement to give games a more "movi e feel" during fast motion. HDR - High Dynamic Range Lighting - Lighting of envi ronment changes according to were the camera view is (Inside/Outside) Colour Correction and Clamping - Seems to l imit the range of colours to give a more realistic feel or washed out feel. Looks to be all GPU intensive (Shaders) and can s tress graphics cards a lot more at higher resolutions. Coli McRae DiRT is a good example of Pos t Proccesing intensive game which can chug on even the newest cards at extreme resolutions. http://forum.notebookreview.com/gaming-software- graphics-cards/192383-what-pos tprocessing.html Thi s is helpful to help the game look more vi sually appealing and create a smoother running scene, by creating a blur on further away textures. Thi s is a picture of s cene before post processing and after post processing.
  • 8. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 8 Rendering Rendering is the process of generating an image from a 2D or 3D model (or models in what collectively could be called a scene file), by means of computer programs. Also, the results of such a model can be called a rendering. http://en.wikipedia.org/wiki/Renderin g_(computer_graphics) Thi s will be useful to help us create and introduce objects and characters into the game engine. Thi s picture shows the rendering screen of a game working within i t’s ga me e ngine. Normal Map Normal mapping used to re-detail simplified meshes. In 3D computer graphics, normal mapping, or "Dot3 bump mapping", is a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It i s used to add details without using more polygons. http://en.wikipedia.org/wiki/Normal_mapping We can use this to polish over noticeable imperfections and make the game look better. Thi s is a picture of a normal map before it has been applied. Entity Enti ty-component-system (ECS) is a software architecture pattern that implements concepts from Composition over inheritance using a database-like s tructure. Common ECS approaches are highly compatible with Data-driven programming techniques, and the two approaches are often combined. http://en.wikipedia.org/wiki/Entity_componen t_sys tem Enti ties will be used to life and intelligence to in game AI. Thi s is a picture explaining what entity i s.
  • 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 UV Texturing i s how you texture inside of Blender. It can be quite difficult, so this tutorial wi l l help you learn the basics of unwrapping/texturing simple meshes. You will al so learn the basic techniques in unwrapping complex textures. http://bgetutorials.wordpress.com/2007/12/1 8/uv-texturing-mapping/ Thi s will be useful to add textures to 3d objects. Thi s is a picture of a UV map before i t has been applied to an object, in this case the face of an NPC. 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. Usually, the natural look of the rendered result is achieved by the usage of fracta l noise and turbulence functions. http://en.wikipedia.org/wiki/Procedural_textu re Thi s will be useful to help the game run a lot smoother by only generating complex images when required. Thi s is a picture of procedural textures that have been wrapped around balls.
  • 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 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 obs erver. Typically, simulation physics is only a clos e approximation to real physics, and computation is performed using discrete values. http://en.wikipedia.org/wiki/Game_physics Phys ics will be useful to implement real l i fe aspects into our game such as gravi ty. Thi s is a picture a game where a car i s drifting, demonstrating the phys ics that have been added to the games engine. Collision Col l ision detection typically refers to the computational problem of detecting the intersection of two or more objects. While the topic i s most often associated with i ts use in video games and other physical simulations, i t al so has applications in robotics. In addition to determining whether two objects have col l ided, collision detection systems may also calculate time of impact (TOI), and report a contact manifold (the s et of intersecting points). Collision response deals with s imulating what happens when a collision is detected (see physics engine, ragdoll physics). Solving collision detection problems requires extensive use of concepts from linear algebra and computational geometry. http://en.wikipedia.org/wiki/Collision_detectio n Col l isions will be useful to stop objects passing through each other and al lowing hit boxes to be created so that game mechanics will work. Thi s is a picture of s tacked blocks falling down, implying that a col l ision has occurred making the blocks fall.
  • 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 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/tutorials/lightin g-in-game-environments-the-hows-and-whys Lighting i s one of the most useful aspects of creation. Applying lighting can make mediocre textures look high end, with no l ighting high end textures look mediocre. Thi s is a picture of someone applying light to a scene in the unity game engine. AA – Anti- Aliasing Anti-Aliasing is a term used lots when selling graphics cards, but what exactly is Anti-Aliasing? We look deeper into the reasoning behind Anti-Aliasing and why we need it in the first place. There are varying types of anti-aliasing producing different results and different levels of performance hit. http://www.pantherproducts.co.uk/inde x.php?pageid=antialiasing Thi s will be useful to fix broken textures that may appear due to insufficient or incompatible aspect ratios. Thi s is a picture of a scene before and after anti analysing.
  • 12. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 12 LoD – Level of Detail In computer graphics, accounting for level of detail involves decreasing the complexity of a 3D object representation as it moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. Level of detail techniques increases the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast. http://en.wikipedia.org/wiki/Level_of_ detail Thi s will be useful to allow the game engine to run smoother since i t is loading less detailed images for the further away objects, AI or landscape. Thi s is a s cene demonstrating the level of detail that has been applied. Animation Art and animation in video games refers to how things physically look, which includes everything from the packaging on a retail video game, to the texture of the skin on each character, to the graphical user interface, to the way a character rolls her ankle when she walks. It does not include how the game-playing device or controller (the hardware) looks. http://www.gamecareerguide.co m/features/413/game_art_and_ animation_an_introduction.php Thi s is useful to help finish off the games visual appeal, textures and landscapes may look beautiful but without animation the movement of the AI and, possibly, objects will ruin the game. Thi s is a picture of someone animating a character.
  • 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 1. In computer graphics, a sprite (also known by other names; see Synonyms below) is a two-dimensional image or animation that is integrated into a larger scene. Initially including just graphical objects handled separately from the memory bitmap of a video display, this now includes various manners of graphical overlays. http://en.wikipedia.org/wiki/Sprite_(computer _graphics) Sprites are useful i f we would like to create a 2D s idescrolling game, so that the ga me e ngine doesn’t struggle loading complex 3d models. Thi s is a picture of sprite form the game maker game engine. Scene Scenes contain the objects of your game. They can be used to create a main menu, individual levels, and anything else. Think of each unique Scene file as a unique level. In each Scene, you wi l l place your envi ronments, obstacles, and decorations, essentially designing and building your game in pieces. http://docs.unity3d.com/Manual/CreatingScen es .html Thi s will be useful because this is the area where the objects and characters/AI will live. Without the s cene, there is no game. Thi s a picture of an in game s cene.
  • 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 In computer science, a library i s a collection of non-volatile resources used by programs on a computer, often to develop software. These may include configuration data, documentation, help data, message templates, pre-wri tten code and subroutines, classes, values or type specifications. In IBM's OS/360 and i ts successors they are referred to as parti tioned data s ets. http://en.wikipedia.org/wiki/Library_(computi ng) A l ibrary wi ll be useful to help us keep al l of the game files together and organised in one place. Thi s is a picture of a library in a game engine. UI User interface design in games differs from other UI design because it involves an additional element -- fiction. http://www.gamasutra.com/blogs/An thonyStonehouse/20140227/211823/ User_interface_design_in_video_gam es.php Thi s is the first place the player comes into contact with the game. This will be useful to us so that we can create an appeling interface that keeps the player playing. Thi s is a picture of the user interface from the unity game engine.
  • 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 Frame rate, also known as frame frequency and frames per second (FPS), is the frequency (rate) at which an imaging device produces unique consecutive images called frames. The term applies equally well to film and video cameras, computer graphics, and motion capture systems. Frame rate is most often expressed in frames per second (FPS) and is al so expressed in progressive s can monitors as hertz (Hz). http://en.wikipedia.org/wiki/Frame_rate Thes e are used to help us monitor the speed the game is running at. We hope to achieve a solid 60FPS or above. Thi s picture demonstrates the difference between 30fps and 60fps . Concept In game theory, a solution concept i s a formal rule for predicting how a game will be played. Thes e predictions are called "solutions", and des cribe which strategies will be adopted by players and, therefore, the result of the game. The most commonly used solution concepts are equilibrium concepts, most famously Nash equilibrium. http://en.wikipedia.org/wiki/Solution_concept Thi s is useful to allow us to generate ideas on how we would like the game to play, without this the gameplay would be choppy and incomplete. Thi s is a concept picture for a video game.
  • 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 So, what are events? Basically, these are di s creet moments in the game loop where things are made to happen based on what you have programmed for them. You see GameMaker: Studio works with cycles of these events - from the moment a room i s started to the moment it is finished there is a game loop running where every step (a step is a moment in game time, governed by the room speed setting) a series of events are run, and you can choos e to place code or DnD actions in your ins tances that respond to these events. http://docs.yoyogames.com/source/dadiospic e/000_us ing%20gamemaker/events/index.htm l Events are useful to keep the game running smoothly, by activation events i t triggers certain bits of code/script to al low/make the game continue instead of doing nothing or maybe crashing. (Al lowing a constant flow) Thi s is a picture showing how the code for triggering an event works . Pathfinding Pathfinding or pathing is the plotting, by a computer application, of the shortest route between two points. It is a more practical variant on solving mazes. This field of research i s based heavily on Dijkstra's algorithm for finding the shortest path on a weighted graph. http://en.wikipedia.org/wiki/Pathfinding If the game s cene is a complicated layout, the AI is going to require a complex pathfinding in order for i t to smartly move around the map. Thi s is a picture of the path of a AI, intelligently avoiding objects.