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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: 
Josh 
Grey 
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 Demo is a freely distributed piece of an 
upcoming or recently released Video Game, 
demos are typically used to get a feel for a 
game before you buy i t. 
http://en.wikipedia.org/wiki/Game_demo 
A Demo is a way to play a 
game before you buy i t 
and get a general idea of 
how the game feels and 
plays before you 
purchase it. Demos are 
typically free and only a 
selected part of the game 
or sometimes timed 
demos, where you can 
play the game for 30 
minutes and see how far 
you progress, sometimes 
they are offered with 
another game made by 
the same developer as a 
promotion. 
Thi s image is a promotional image for the Demo for Diablo 3, before i t was 
released. 
http://www.blizzplanet.com/wp-content/uploads/diablo-iii-xbox-360-ps3-demo-free. 
jpg 
Video, showing gameplay from the Diablo 3 PS4 Demo: 
https ://www.youtube.com/watch?v=9bhZD_wVeso
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 Be ta , or “Beta Test” i s the distribution of a 
game before release to a selected group of 
people, who can test in in their own homes. 
Beta s are often unfinished games. 
http://www.techopedia.com/definition/2713 
6/beta -test-gaming 
A Beta is a game that is 
almost finished, apart 
from some bugs that still 
need to be worked out. It 
i s offered to a selected 
number of people who 
play and test it for the 
developer. The online 
s tore Steam sometimes 
offers beta access on 
unreleased games if you 
buy the game before it i s 
released. 
The image above shows a glitch found in the Battlefield 3 Beta. 
http://4.bp.blogspot.com/- 
cORy8cItqeQ/ToNYjPIyrUI/AAAAAAAAA6Q/79yc_71vBKE/s1600/lol.jpg 
Video, showing the glitch in game: 
https ://www.youtube.com/watch?v=aE3zESmcqwA 
Alpha A very early version of a game that may not 
conta in all the features that are planned 
when the game is fully released, 
http://www.webopedia.com/TERM/A/alpha 
_vers ion.html 
A Alpha is very much like 
a demo but more limited, 
where a demo i s very 
clos e to the finished 
game you will buy, an 
Alpha is the game in very 
early s tages of 
development it i s used to 
tes t how the game plays 
so far and find any glaring 
mi s takes that have been 
made in development so 
far. 
Thi s is an image promoting the war s imulation game, Arma 3 which released on 
s team in Alpha, Beta and Finished game stages of development. 
http://shadywarez.com/attachments/capsule_616x353-jpg.3978/
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
Video showing one of the problems in the Arma 3 alpha: 
https ://www.youtube.com/watch?v=PEY4mySSHMQ 
Pre-Alpha The fi rst s tage of development i s known as 
pre-production. During this phase the story 
and concepts are wri ter, and art i s 
concepted. 
http://gameindustry.about.com/od/glossary 
/fl /Alpha-Game-Software-Definition.htm 
Pre-Alpha refers to a 
Video Game in very early 
development when the 
s tory and art of the game 
i s s till being produced. 
The actual game at this 
point is just being s tarted. 
Thi s Image shows a game in pre-alpha where there are close to no textures on the 
game world, and it has just begun development. 
http://media.moddb.com/images/games/1/23/22935/Ominous_Eternal_2013_9_ 
4_3.png 
Video showing a game being played in pre-alpha, with the game s tarting to take 
form: https ://www.youtube.com/watch?v=B9H7LEecCB0
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
Gold A ga me has “Gone Gold” when the final 
mas ter copy has been produced and the 
developer has sent i t off for replication, 
packaging and shipment. 
http://www.urbandictionary.com/define.php 
?term=Gone%20Gold 
A ga me “Going Gold” 
means i t is complete and 
wi l l now start being 
boxed up and shipped to 
various retailers to being 
sales. 
Image showing some of the special editions that developers make when a game 
goes Gold. 
Image: 
https ://allaussiehiphop.files.wordpress.com/2014/07/destinypackaging.jpg 
Debug A debug menu or debug mode is a user 
interface implements in a computer program 
that allows the user to view and/ or 
manipulate the programs internal state. 
http://en.wikipedia.org/wiki/Debug_menu 
A Debug menu in a game 
i s used to accesses the 
internals of the game and 
do things that otherwise 
woul dn’t be possible. 
Video explaining how to debug a game: 
http://www.youtube.com/watch?v=UboetfcS1U4 
Automation Automatically controlled operation of an 
apparatus, process or system by mechanical 
or electronic devices. 
http://www.merriam-webs 
ter.com/dictionary/automation 
Automation could be 
used in a game to make 
your character do 
s ome thing it’s self 
automatically that you 
di dn’t want to do.
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 
Al so known as glass box, s tructural, clear box 
tes ting. A software testing technique 
whereby explicit knowledge of the internal 
workings of the item are being tested. 
http://www.webopedia.com/TERM/W/Whit 
e_Box_Testing.html 
White-Box testing is 
something developers do 
where they perform an 
action in the game and 
then recorded what i t 
does this is a way to find 
bugs and glitches. 
Above i s a diagram showing the process of White-Box testing. 
http://www.codeproject.com/KB/cs/autp1/whitebox.jpg 
Video explaining what White Box Testing is: 
https ://www.youtube.com/watch?v=3bJcvBLJViQ 
Bug A gl i tch is a short-lived fault in a system. 
http://en.wikipedia.org/wiki/Glitch 
A bug, or more commonly 
known as a glitch is a 
fault in the game that 
some people expose, this 
can sometimes be useful 
to the player, or 
worthless. 
A gl i tch/bug in the game Skyrim, by Bethesda. 
Video showing a glitch in a game which can be useful to the player, by making 
them impossible to kill: https://www.youtube.com/watch?v=7AGJGWzhH2o
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
6 
GAME 
ENGINE 
S 
GAME 
ENGINE 
S 
Vertex 
Shader 
The Vertex Shader is used to transform the 
attributes of verities such as colour, texture, 
pos ition and direction. 
http://www.pcmag.com/encyclopedia/term/ 
53754/vertex-shader 
Vertex shaders are used 
to change the look of 
certa in objects, such as 
making a table look like it 
i s made of wood. 
The image above shows the effects of using different shaders on the same object. 
http://upload.wikimedia.org/wikipedia/commons/b/b7/Toon-shader.jpg 
Pixel Shader A pixel Shader i s a GPU (Graphics Processing 
Uni t) component that can be programmed to 
operate on a per pixel basis to take care of 
l ighting and other things. 
http://s tackoverflow.com/questions/832545 
/what-are-vertex-and-pixel-shaders 
A pixel shader i s part of a 
GPU which deals with the 
l ighting effects in games 
and other aspects of 
graphics. 
Thi s image above shows what happens when a pixel fader is turned off (left) and 
when i t is turned on (right) 
http://assets.overclock.net.s3.amazonaws.com/4/4e/4e776cf7_vbattach2843.jpe 
g
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 
The term post-processing i s used in the 
fi lm/video business for quality-improvement 
image processing methods used in video 
playback devices. 
http://en.wikipedia.org/wiki/Video_post-processing 
Thi s is when you edit a 
video to improve the 
sound or vi suals; this is 
sometimes used on game 
trai lers to make the 
games look more 
appealing. 
The image above shows how much post processing can change a photo. 
http://holykaw.alltop.com/wp-content/uploads/2009/11/4426829- 
media_httpwwwdesignfreebiesorgwpcontentuploads200910photographypostpro 
ces sing12jpg_pIceHbEcChDjpyp.jpg 
Rendering Rendering is the process of generating an 
image from a 2D or 3D model by means of 
computer programs. 
http://en.wikipedia.org/wiki/Rendering_(co 
mputer_graphics) 
Rendering is the forming 
of a character or an 
object in a video game. 
There are different stages 
of rendering each one 
adding more detail to the 
in-game object. 
Sometimes video game 
creators render their 
trai lers even more than 
the game to add graphic 
deta il to the trailer that 
i s n’t actually i n the game. 
Thi s image shows 
character rendering in different stages of the process (the right is more advanced) 
http://3.bp.blogspot.com/-WYdJbawN34c/TcwmQ0Qd0yI/AAAAAAAAAKY/c6UI4g-yiAE/ 
s400/Unrendered_Rendered.jpg
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 In 3D computer graphics, normal mapping i s 
a technique used for faking the lighting of 
bumps and dents. It is used to add detail. 
http://en.wikipedia.org/wiki/Normal_mappi 
ng 
Normal mapping is a way 
to improve the detail of 
an already finished piece 
of a game without 
furtherer editing i t, this is 
done with l ighting effects. 
In thi s 
image Normal Mapping is used to add shadows, and light to the character model 
to improve the detail and overall look. 
http://fresh92.files.wordpress.com/2012/01/bmap5.jpg 
Video, explaining how normal mapping works: 
https ://www.youtube.com/watch?v=SSHX5mJb86I
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
9 
Entity In computer games and game engines, entity 
i s a dynamic object such as a non-player 
character or item. 
http://en.wikipedia.org/wiki/Entity 
In a video game an entity 
i s a nything that i sn’t the 
character you are 
control ling. 
Thi s image shows an entity in the video game borderlands 2. 
http://img3.wikia.nocookie.net/__cb20130517002221/borderlands/images/8/89/ 
Screen_Shot_2013-05-16_at_8.12.04_PM.png 
UV Map UV Mapping is the 3D modelling process of 
making a 2D image a representation of a 3D 
models surface. 
http://en.wikipedia.org/wiki/UV_mapping 
UV Mapping is taking 
apart a 3d object and 
turning it into a flattened 
out image 
The ball on the right has 
no UV mapping this makes the pattern uneven, the ball on the left does, making 
the pattern flow around it perfectly. 
http://en.wikipedia.org/wiki/UV_mapping#mediaviewer/File:UV_mapping_checke 
red_sphere.png
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
10 
Procedural 
Texture 
A procedural texture is a computer-generated 
image created using an algorithm 
intended to create a realistic representation 
of a natural element. 
http://en.wikipedia.org/wiki/Procedural_text 
ure 
A procedural texture, is a 
pre-made texture used 
on a 3D object in a game 
to make it look true to 
l i fe, the texture can be 
wood, s tone, metal and 
many other different 
things. 
Thi s image shows 
some procedural textures and the objects you can use them with. 
http://www.inear.se/wp-content/uploads/2010/05/wood1.jpg
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
11 
Physics Computer animation physics or game physics 
i s introducing the laws of physics into a 
s imulation game engine, for the purpose of 
making the effects appear more real. 
http://en.wikipedia.org/wiki/Game_physics 
Phys ics, is adding physics 
into a game e.g. when 
cars hit each other they 
caus e collisions instead of 
passing through each 
other, physics are in 
games to make them 
appear more real and 
true to the real thing. 
Thi s 
image shows the use of physics in a video game by using dominos as an example. 
http://www.cbprojs.com/published/wp-content/ 
uploads/2009/06/physicsScreen2.jpg 
Video, demonstrating the use of physics in a game to change the players 
experience: https://www.youtube.com/watch?v=EqBzxZToFp4 
Collision Col l ision detection algorithmically calculates 
impact time by identifying two or more 
object intersection points. Collision detection 
i s also a vi rtual interface that determines 
user and object distance for collision 
prevention. Collision detection is a key 3-D 
component associated with robotics, video 
games and physical simulation. 
http://www.techopedia.com/definition/4778 
/col lision-detection 
Col l ision Detection in 
video games is an 
algorithm that creates an 
impact when to things 
col l ide, such as a car and 
a wall or throwing 
something in a video 
game, if the thing you 
have thrown collides with 
a wall i t will then bounce 
off. Thi s image shows how collisions happen in video 
games.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
12 
Lighting Bloom (Lighting) is a computer graphics 
effect used in video games, demos and high 
dynamic range rending to reproduce an 
imagining of real-world cameras. 
Lighting i s used in video 
games to improve the 
overall graphics, and to 
set a mood for a 
particular s cene in a 
video game, e.g. making 
fi re glow on the walls. 
Thi s image shows l ighting effects in a game. 
http://gamingbolt.com/wp-content/gallery/best-lighting-in-games/killzone-2- 
l ighting.jpg 
Video, this video shows lighting effects in various games and how they are used: 
https ://www.youtube.com/watch?v=rYRq6klVBps 
AA – Anti- 
Aliasing 
Anti -aliasing (AA) is the process of smoothing 
e dge s so they don’t a ppear ja gged. The 
number associated with i t (2x, 4x, 8x, 16x, 
32x) i s the number of samples taken to 
smooth i t. to make i t appear smoother, 
pixels around an area are added together 
then an average colour i s found. 
http://www.answers.com/Q/What_does_ant 
i_aliasing_mean 
Anti -aliasing is taking 
samples from two 
contrasting colours that 
meet and then putting 
colours in-between them 
to blend them instead of 
i t being a sudden change 
in colour, this process 
results in a sharper 
image. The higher you 
turn up the anti-aliasing 
the sharper the image will 
become. 
The image above show the difference between anti-aliasing turned on and off 
http://blog.codinghorror.com/content/images/uploads/2011/12/6a0120a85dcda 
e970b015437fee512970c-800wi.jpg 
Video, explain anti-aliasing: https://www.youtube.com/watch?v=hqi0114mwtY
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
13 
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/definition/1179 
1/level-of-detail-lod 
Level of detail, is the 
deta il of objects or 
s ce nery that i sn’t in the 
immediate foreground. 
Thi s was more noticeable 
in older games where the 
clos er you got to 
something you could see 
deta il being added, it 
doe sn’t happen as much 
now due to more 
powerful hardware. 
The 4 images above show detail levels from low to very high. 
Image: http://www.gamereactor.eu/media/26/crysis3minimista_702601b.jpg 
Video, showing the difference between detail levels: 
http://www.youtube.com/watch?v=NOWEBy5S890 
Animation Animation is the process of creating motion 
and shape change illusion by means of the 
rapid display of a sequence of s tatic images 
that minimally differ from each other. The 
i l lusion—as in motion pictures in general—is 
thought to rely on the phi phenomenon. 
Animators are artists who specialize in the 
creation of animation. 
http://en.wikipedia.org/wiki/Animation 
Animation is the act of 
making something 
inanimate move, this 
could be a ball using stop-frame 
animation or a 
video game character 
us ing digital animation. It 
i s a key and vital factor of 
any video game. 
A video giving a tutorial on the basics of video game animation: 
http://www.youtube.com/watch?v=M4xJaXLE_98
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
14 
Sprite In computer graphics, a sprite i s 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. 
A spri t is a 2D image, it i s 
commonly seen in retro 
ga me s when 3D wasn’t 
an option in 2D games 
anything on screen Is a 
spri te. 
A col lection of video game sprites. 
http://earthboundcentral.com/wp-content/uploads/2011/10/sprites1.jpg 
Scene A cut s cene or event s cene (sometimes in-game 
cinematic or in-game movie) is a 
sequence in a video game over which the 
player has no or only limited control, 
breaking up the gameplay and used to 
advance the plot, strengthen the main 
character's development, introduce 
characters, and provide background 
information 
http://en.wikipedia.org/wiki/Cutscene 
A cut s cene in games is 
bas ically a short video 
which you watch instead 
of play yourself. It is 
normally where most of 
the s tory progression 
happens. 
A top 10 countdown of the best cut-scenes in video games: 
http://www.youtube.com/watch?v=ynXS8kcpdAg 
Library a class l ibrary i s commonly available to 
provide graphical user interface (GUI) 
functions such as windowing routines, 
buttons, scroll bars and other elements. 
http://www.pcmag.com/encyclopedia/term/ 
39743/class-library 
A Library is where 
functions of the game are 
s tored that will be used 
often, such as the menus 
thi s is so the game 
doe sn’t have to load 
them every time and they 
can be ready and waiting.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
15 
UI In video gaming, the HUD (heads-up display) 
or Status Bar is the method by which 
information is vi sually relayed to the player 
as part of a game's user interface. It takes i ts 
name from the head-up displays used in 
modern aircraft. 
The HUD i s frequently used to 
s imultaneously display several pieces of 
information including the main character's 
health, items, and an indication of game 
progression (such as s core or level). 
http://en.wikipedia.org/wiki/HUD_(video_ga 
ming) 
UI refers to the term User 
Interface or HUD, i t is 
what i s displayed on the 
s creen when the player is 
playing the game. The 
mini-map and the radar 
are part of the user 
interface on a game like 
Cal l of Duty. 
Thi s image is an example of a user-interface in a game. 
http://payload157.cargocollective.com/1/3/124138/5453453/Elite_03_2048.jpg 
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 
http://en.wikipedia.org/wiki/Frame_rate 
Frames or FPS is how 
many frames per second 
your game runs at. More 
frames per second results 
in smoother gameplay. 
The max your eye can see 
i s 60fps so if a game runs 
at thi s you won’t see a ny 
s tuttering in the game at 
al l. 
Thi s photo demonstrates the difference between 30fps and 60fps. 
http://www.edgonline.com/wp-content/uploads/2014/06/24fps-vs-30fps-vs- 
60fps .jpg
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
16 
Concept A general idea derived or inferred from 
specific instances or occurrences. 
http://www.thefreedictionary.com/concept 
A concept is the very fi rst 
s tep in creating a game, it 
i s the general idea of 
what the game will 
become and the direction 
development will go into. 
Some games have 
hundreds of concepts 
based around one idea or 
point before deciding on 
a final concept for the 
game to be formed 
around. It is also the time 
in development in which 
concept art is created, 
which are the first 
attempt at designing the 
look of a character. 
Above i s s ome concept a rt from the vi deo game Assassin’s Cre ed: Re velations. 
http://videogame-art.com/wp-content/ 
uploads/2012/10/VideoGameArt_ACRevelations_CharacterConcepts01_ 
MartinDeschambault.jpg 
Event A tangible or intangible barrier or 
occurrence that, once breached or met, 
causes another event to occur. 
http://www.investopedia.com/terms/t/trigg 
eringevent.asp 
An event in a video game 
i s something that needs 
to be done in order to 
trigger something else to 
happen, such as walking 
into a room can trigger a 
cut s cene (event) 
Thi s video shows event triggers in the FPS game Battlefield 4: 
https ://www.youtube.com/watch?v=NaUnif8Aon0
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 in the context of video games 
concerns the way in which a moving entity 
finds a path around an obstacle. 
http://en.wikipedia.org/wiki/Pathfinding#In_ 
video_games 
Pathfinding is when an AI 
character finds their way 
through an area in the 
mos t efficient way 
pos sible, without getting 
s tuck. 
Thi s video shows bad Pathfinding in the game Sim Ci ty, in which the AI controlled 
ca r goe s a round i n ci rcles a nd ca n’t find the best route: 
https ://www.youtube.com/watch?v=Ov1DSJkkv8k

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uyui

  • 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: Josh Grey 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 Demo is a freely distributed piece of an upcoming or recently released Video Game, demos are typically used to get a feel for a game before you buy i t. http://en.wikipedia.org/wiki/Game_demo A Demo is a way to play a game before you buy i t and get a general idea of how the game feels and plays before you purchase it. Demos are typically free and only a selected part of the game or sometimes timed demos, where you can play the game for 30 minutes and see how far you progress, sometimes they are offered with another game made by the same developer as a promotion. Thi s image is a promotional image for the Demo for Diablo 3, before i t was released. http://www.blizzplanet.com/wp-content/uploads/diablo-iii-xbox-360-ps3-demo-free. jpg Video, showing gameplay from the Diablo 3 PS4 Demo: https ://www.youtube.com/watch?v=9bhZD_wVeso
  • 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 Be ta , or “Beta Test” i s the distribution of a game before release to a selected group of people, who can test in in their own homes. Beta s are often unfinished games. http://www.techopedia.com/definition/2713 6/beta -test-gaming A Beta is a game that is almost finished, apart from some bugs that still need to be worked out. It i s offered to a selected number of people who play and test it for the developer. The online s tore Steam sometimes offers beta access on unreleased games if you buy the game before it i s released. The image above shows a glitch found in the Battlefield 3 Beta. http://4.bp.blogspot.com/- cORy8cItqeQ/ToNYjPIyrUI/AAAAAAAAA6Q/79yc_71vBKE/s1600/lol.jpg Video, showing the glitch in game: https ://www.youtube.com/watch?v=aE3zESmcqwA Alpha A very early version of a game that may not conta in all the features that are planned when the game is fully released, http://www.webopedia.com/TERM/A/alpha _vers ion.html A Alpha is very much like a demo but more limited, where a demo i s very clos e to the finished game you will buy, an Alpha is the game in very early s tages of development it i s used to tes t how the game plays so far and find any glaring mi s takes that have been made in development so far. Thi s is an image promoting the war s imulation game, Arma 3 which released on s team in Alpha, Beta and Finished game stages of development. http://shadywarez.com/attachments/capsule_616x353-jpg.3978/
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 Video showing one of the problems in the Arma 3 alpha: https ://www.youtube.com/watch?v=PEY4mySSHMQ Pre-Alpha The fi rst s tage of development i s known as pre-production. During this phase the story and concepts are wri ter, and art i s concepted. http://gameindustry.about.com/od/glossary /fl /Alpha-Game-Software-Definition.htm Pre-Alpha refers to a Video Game in very early development when the s tory and art of the game i s s till being produced. The actual game at this point is just being s tarted. Thi s Image shows a game in pre-alpha where there are close to no textures on the game world, and it has just begun development. http://media.moddb.com/images/games/1/23/22935/Ominous_Eternal_2013_9_ 4_3.png Video showing a game being played in pre-alpha, with the game s tarting to take form: https ://www.youtube.com/watch?v=B9H7LEecCB0
  • 4. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 4 Gold A ga me has “Gone Gold” when the final mas ter copy has been produced and the developer has sent i t off for replication, packaging and shipment. http://www.urbandictionary.com/define.php ?term=Gone%20Gold A ga me “Going Gold” means i t is complete and wi l l now start being boxed up and shipped to various retailers to being sales. Image showing some of the special editions that developers make when a game goes Gold. Image: https ://allaussiehiphop.files.wordpress.com/2014/07/destinypackaging.jpg Debug A debug menu or debug mode is a user interface implements in a computer program that allows the user to view and/ or manipulate the programs internal state. http://en.wikipedia.org/wiki/Debug_menu A Debug menu in a game i s used to accesses the internals of the game and do things that otherwise woul dn’t be possible. Video explaining how to debug a game: http://www.youtube.com/watch?v=UboetfcS1U4 Automation Automatically controlled operation of an apparatus, process or system by mechanical or electronic devices. http://www.merriam-webs ter.com/dictionary/automation Automation could be used in a game to make your character do s ome thing it’s self automatically that you di dn’t want to do.
  • 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 Al so known as glass box, s tructural, clear box tes ting. A software testing technique whereby explicit knowledge of the internal workings of the item are being tested. http://www.webopedia.com/TERM/W/Whit e_Box_Testing.html White-Box testing is something developers do where they perform an action in the game and then recorded what i t does this is a way to find bugs and glitches. Above i s a diagram showing the process of White-Box testing. http://www.codeproject.com/KB/cs/autp1/whitebox.jpg Video explaining what White Box Testing is: https ://www.youtube.com/watch?v=3bJcvBLJViQ Bug A gl i tch is a short-lived fault in a system. http://en.wikipedia.org/wiki/Glitch A bug, or more commonly known as a glitch is a fault in the game that some people expose, this can sometimes be useful to the player, or worthless. A gl i tch/bug in the game Skyrim, by Bethesda. Video showing a glitch in a game which can be useful to the player, by making them impossible to kill: https://www.youtube.com/watch?v=7AGJGWzhH2o
  • 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 ENGINE S GAME ENGINE S Vertex Shader The Vertex Shader is used to transform the attributes of verities such as colour, texture, pos ition and direction. http://www.pcmag.com/encyclopedia/term/ 53754/vertex-shader Vertex shaders are used to change the look of certa in objects, such as making a table look like it i s made of wood. The image above shows the effects of using different shaders on the same object. http://upload.wikimedia.org/wikipedia/commons/b/b7/Toon-shader.jpg Pixel Shader A pixel Shader i s a GPU (Graphics Processing Uni t) component that can be programmed to operate on a per pixel basis to take care of l ighting and other things. http://s tackoverflow.com/questions/832545 /what-are-vertex-and-pixel-shaders A pixel shader i s part of a GPU which deals with the l ighting effects in games and other aspects of graphics. Thi s image above shows what happens when a pixel fader is turned off (left) and when i t is turned on (right) http://assets.overclock.net.s3.amazonaws.com/4/4e/4e776cf7_vbattach2843.jpe g
  • 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 The term post-processing i s used in the fi lm/video business for quality-improvement image processing methods used in video playback devices. http://en.wikipedia.org/wiki/Video_post-processing Thi s is when you edit a video to improve the sound or vi suals; this is sometimes used on game trai lers to make the games look more appealing. The image above shows how much post processing can change a photo. http://holykaw.alltop.com/wp-content/uploads/2009/11/4426829- media_httpwwwdesignfreebiesorgwpcontentuploads200910photographypostpro ces sing12jpg_pIceHbEcChDjpyp.jpg Rendering Rendering is the process of generating an image from a 2D or 3D model by means of computer programs. http://en.wikipedia.org/wiki/Rendering_(co mputer_graphics) Rendering is the forming of a character or an object in a video game. There are different stages of rendering each one adding more detail to the in-game object. Sometimes video game creators render their trai lers even more than the game to add graphic deta il to the trailer that i s n’t actually i n the game. Thi s image shows character rendering in different stages of the process (the right is more advanced) http://3.bp.blogspot.com/-WYdJbawN34c/TcwmQ0Qd0yI/AAAAAAAAAKY/c6UI4g-yiAE/ s400/Unrendered_Rendered.jpg
  • 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 In 3D computer graphics, normal mapping i s a technique used for faking the lighting of bumps and dents. It is used to add detail. http://en.wikipedia.org/wiki/Normal_mappi ng Normal mapping is a way to improve the detail of an already finished piece of a game without furtherer editing i t, this is done with l ighting effects. In thi s image Normal Mapping is used to add shadows, and light to the character model to improve the detail and overall look. http://fresh92.files.wordpress.com/2012/01/bmap5.jpg Video, explaining how normal mapping works: https ://www.youtube.com/watch?v=SSHX5mJb86I
  • 9. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 9 Entity In computer games and game engines, entity i s a dynamic object such as a non-player character or item. http://en.wikipedia.org/wiki/Entity In a video game an entity i s a nything that i sn’t the character you are control ling. Thi s image shows an entity in the video game borderlands 2. http://img3.wikia.nocookie.net/__cb20130517002221/borderlands/images/8/89/ Screen_Shot_2013-05-16_at_8.12.04_PM.png UV Map UV Mapping is the 3D modelling process of making a 2D image a representation of a 3D models surface. http://en.wikipedia.org/wiki/UV_mapping UV Mapping is taking apart a 3d object and turning it into a flattened out image The ball on the right has no UV mapping this makes the pattern uneven, the ball on the left does, making the pattern flow around it perfectly. http://en.wikipedia.org/wiki/UV_mapping#mediaviewer/File:UV_mapping_checke red_sphere.png
  • 10. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 10 Procedural Texture A procedural texture is a computer-generated image created using an algorithm intended to create a realistic representation of a natural element. http://en.wikipedia.org/wiki/Procedural_text ure A procedural texture, is a pre-made texture used on a 3D object in a game to make it look true to l i fe, the texture can be wood, s tone, metal and many other different things. Thi s image shows some procedural textures and the objects you can use them with. http://www.inear.se/wp-content/uploads/2010/05/wood1.jpg
  • 11. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 11 Physics Computer animation physics or game physics i s introducing the laws of physics into a s imulation game engine, for the purpose of making the effects appear more real. http://en.wikipedia.org/wiki/Game_physics Phys ics, is adding physics into a game e.g. when cars hit each other they caus e collisions instead of passing through each other, physics are in games to make them appear more real and true to the real thing. Thi s image shows the use of physics in a video game by using dominos as an example. http://www.cbprojs.com/published/wp-content/ uploads/2009/06/physicsScreen2.jpg Video, demonstrating the use of physics in a game to change the players experience: https://www.youtube.com/watch?v=EqBzxZToFp4 Collision Col l ision detection algorithmically calculates impact time by identifying two or more object intersection points. Collision detection i s also a vi rtual interface that determines user and object distance for collision prevention. Collision detection is a key 3-D component associated with robotics, video games and physical simulation. http://www.techopedia.com/definition/4778 /col lision-detection Col l ision Detection in video games is an algorithm that creates an impact when to things col l ide, such as a car and a wall or throwing something in a video game, if the thing you have thrown collides with a wall i t will then bounce off. Thi s image shows how collisions happen in video games.
  • 12. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 12 Lighting Bloom (Lighting) is a computer graphics effect used in video games, demos and high dynamic range rending to reproduce an imagining of real-world cameras. Lighting i s used in video games to improve the overall graphics, and to set a mood for a particular s cene in a video game, e.g. making fi re glow on the walls. Thi s image shows l ighting effects in a game. http://gamingbolt.com/wp-content/gallery/best-lighting-in-games/killzone-2- l ighting.jpg Video, this video shows lighting effects in various games and how they are used: https ://www.youtube.com/watch?v=rYRq6klVBps AA – Anti- Aliasing Anti -aliasing (AA) is the process of smoothing e dge s so they don’t a ppear ja gged. The number associated with i t (2x, 4x, 8x, 16x, 32x) i s the number of samples taken to smooth i t. to make i t appear smoother, pixels around an area are added together then an average colour i s found. http://www.answers.com/Q/What_does_ant i_aliasing_mean Anti -aliasing is taking samples from two contrasting colours that meet and then putting colours in-between them to blend them instead of i t being a sudden change in colour, this process results in a sharper image. The higher you turn up the anti-aliasing the sharper the image will become. The image above show the difference between anti-aliasing turned on and off http://blog.codinghorror.com/content/images/uploads/2011/12/6a0120a85dcda e970b015437fee512970c-800wi.jpg Video, explain anti-aliasing: https://www.youtube.com/watch?v=hqi0114mwtY
  • 13. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 13 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/definition/1179 1/level-of-detail-lod Level of detail, is the deta il of objects or s ce nery that i sn’t in the immediate foreground. Thi s was more noticeable in older games where the clos er you got to something you could see deta il being added, it doe sn’t happen as much now due to more powerful hardware. The 4 images above show detail levels from low to very high. Image: http://www.gamereactor.eu/media/26/crysis3minimista_702601b.jpg Video, showing the difference between detail levels: http://www.youtube.com/watch?v=NOWEBy5S890 Animation Animation is the process of creating motion and shape change illusion by means of the rapid display of a sequence of s tatic images that minimally differ from each other. The i l lusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. http://en.wikipedia.org/wiki/Animation Animation is the act of making something inanimate move, this could be a ball using stop-frame animation or a video game character us ing digital animation. It i s a key and vital factor of any video game. A video giving a tutorial on the basics of video game animation: http://www.youtube.com/watch?v=M4xJaXLE_98
  • 14. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 14 Sprite In computer graphics, a sprite i s 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. A spri t is a 2D image, it i s commonly seen in retro ga me s when 3D wasn’t an option in 2D games anything on screen Is a spri te. A col lection of video game sprites. http://earthboundcentral.com/wp-content/uploads/2011/10/sprites1.jpg Scene A cut s cene or event s cene (sometimes in-game cinematic or in-game movie) is a sequence in a video game over which the player has no or only limited control, breaking up the gameplay and used to advance the plot, strengthen the main character's development, introduce characters, and provide background information http://en.wikipedia.org/wiki/Cutscene A cut s cene in games is bas ically a short video which you watch instead of play yourself. It is normally where most of the s tory progression happens. A top 10 countdown of the best cut-scenes in video games: http://www.youtube.com/watch?v=ynXS8kcpdAg Library a class l ibrary i s commonly available to provide graphical user interface (GUI) functions such as windowing routines, buttons, scroll bars and other elements. http://www.pcmag.com/encyclopedia/term/ 39743/class-library A Library is where functions of the game are s tored that will be used often, such as the menus thi s is so the game doe sn’t have to load them every time and they can be ready and waiting.
  • 15. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 15 UI In video gaming, the HUD (heads-up display) or Status Bar is the method by which information is vi sually relayed to the player as part of a game's user interface. It takes i ts name from the head-up displays used in modern aircraft. The HUD i s frequently used to s imultaneously display several pieces of information including the main character's health, items, and an indication of game progression (such as s core or level). http://en.wikipedia.org/wiki/HUD_(video_ga ming) UI refers to the term User Interface or HUD, i t is what i s displayed on the s creen when the player is playing the game. The mini-map and the radar are part of the user interface on a game like Cal l of Duty. Thi s image is an example of a user-interface in a game. http://payload157.cargocollective.com/1/3/124138/5453453/Elite_03_2048.jpg 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 http://en.wikipedia.org/wiki/Frame_rate Frames or FPS is how many frames per second your game runs at. More frames per second results in smoother gameplay. The max your eye can see i s 60fps so if a game runs at thi s you won’t see a ny s tuttering in the game at al l. Thi s photo demonstrates the difference between 30fps and 60fps. http://www.edgonline.com/wp-content/uploads/2014/06/24fps-vs-30fps-vs- 60fps .jpg
  • 16. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 16 Concept A general idea derived or inferred from specific instances or occurrences. http://www.thefreedictionary.com/concept A concept is the very fi rst s tep in creating a game, it i s the general idea of what the game will become and the direction development will go into. Some games have hundreds of concepts based around one idea or point before deciding on a final concept for the game to be formed around. It is also the time in development in which concept art is created, which are the first attempt at designing the look of a character. Above i s s ome concept a rt from the vi deo game Assassin’s Cre ed: Re velations. http://videogame-art.com/wp-content/ uploads/2012/10/VideoGameArt_ACRevelations_CharacterConcepts01_ MartinDeschambault.jpg Event A tangible or intangible barrier or occurrence that, once breached or met, causes another event to occur. http://www.investopedia.com/terms/t/trigg eringevent.asp An event in a video game i s something that needs to be done in order to trigger something else to happen, such as walking into a room can trigger a cut s cene (event) Thi s video shows event triggers in the FPS game Battlefield 4: https ://www.youtube.com/watch?v=NaUnif8Aon0
  • 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 in the context of video games concerns the way in which a moving entity finds a path around an obstacle. http://en.wikipedia.org/wiki/Pathfinding#In_ video_games Pathfinding is when an AI character finds their way through an area in the mos t efficient way pos sible, without getting s tuck. Thi s video shows bad Pathfinding in the game Sim Ci ty, in which the AI controlled ca r goe s a round i n ci rcles a nd ca n’t find the best route: https ://www.youtube.com/watch?v=Ov1DSJkkv8k