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