SlideShare a Scribd company logo
1 of 7
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 noun 
a demonstration of a product or technique 
https ://www.google.co.uk/webhp?tab=ww&ei=5XIJVJyz 
O8SN7QbA94HoCg&ved=0CAcQ1S4#q=demo+definition 
Closest to the finished product. This would help me find out what people 
think of my game and also any bugs that need to be fixed. 
Beta the be ta (β) of a n investment is a measure of the ri sk 
ari sing from exposure to general market movements as 
opposed to idiosyncratic factors. The market portfolio of 
al l investable assets has a beta of exactly 1. A beta 
below 1 can indicate either an investment with lower 
volatility than the market, or a volatile investment 
whos e price movements are not highly correlated with 
the market. http://en.wikipedia.org/wiki/Beta_(finance) 
Thi s is similar to a demo however a demo is close to the finished product. 
Thi s is next state to the game proceeding from it’s alpha state. 
Alpha Alpha is the s tage when key gameplay functionality i s 
implemented, and assets are partially finished.[152] A 
game in alpha is feature complete, that is, game i s 
playable and contains all the major features.[153] These 
features may be further revised based on testing and 
feedback. 
http://en.wikipedia.org/wiki/Video_game_development 
An a l pha openly distributes ga mes in it’s unfinished state and this would help 
me fix bugs, add or remove certain features and finish the game according to 
pe ople’s opinion a nd what they want. 
Pre-Alpha Beta is feature and asset complete version of the game, An even earlier version of alpha. The game is in a very early s tate I could use
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
when only bugs are being fixed 
http://en.wikipedia.org/wiki/Video_game_development 
thi s release to find out whether people l ike the game and I would carry on 
developing. 
Gold Gold master is the final game's build that is used as a 
mas ter for production of the game 
I can release the game in i ts finished state. 
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 
I could use this as a behind the scenes 
White-Box 
Testing 
White-box testing (also known as clear box testing, glass 
box tes ting, transparent box testing, and structural 
tes ting) is a method of testing software that tests 
internal structures or workings of an application, as 
opposed to i ts functionality (i .e. black-box testing). 
https ://www.google.co.uk/url?sa=t&rct=j&q=&esrc=s&s 
ource=web&cd=2&cad=rja&uact=8&ved=0CCMQFjAB&u 
rl=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FWhite-box_ 
tes ting&ei=UXUJVNbYPIay7AbJnoDwDg&usg=AFQj 
CNHeMlU1-icHNjTi7Qn-4DdFjcJ-xw& 
s ig2=4AXceUKLgZpLFi7ouaVtHg&bvm=bv.74649129 
,d.d2s 
I coul d test the game’s workability while i ts in a running s tate this would help 
me fi nd a nd remove and bugs or things that don’t work. 
Bug A software bug is an error, flaw, failure, or fault in a 
computer program or system that causes it to produce 
an incorrect or unexpected result, or to behave in 
unintended ways. Most bugs arise from mistakes and 
errors made by people in either a program's source code 
or i ts design, or in frameworks and operating systems 
used by such programs, and a few are caused by 
compi lers producing incorrect code. 
http://en.wikipedia.org/wiki/Software_bug 
I would find any bugs and glitches in the game to either remove them or use 
them to create an extra entity / ability. 
GAME 
ENGINES 
Vertex 
Shader 
A Vertex Shader i s also GPU component and is also 
programmed using a specific assembly-like language, 
l ike pixel shaders, but are oriented to the scene 
geometry and can do things like adding cartoony 
s i lhouette edges to objects, etc. 
http://s tackoverflow.com/questions/832545/what-are-vertex- 
and-pixel-shaders 
Vertex shading can be used to change entire textures of things which would 
help me shade things faster.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
GAME 
ENGINES 
Pixel Shader A Pixel Shader is a GPU (Graphic Processing Unit) 
component that can be programmed to operate on a 
per pixel basis and take care of stuff like lighting and 
bump mapping. 
http://s tackoverflow.com/questions/832545/what-are-vertex- 
and-pixel-shaders 
Thi s would help me change individual textures of things so I can add more 
deta ils. 
Post 
Processing 
The term post-processing (or postproc for short) is used 
in the video/film business for quality-improvement 
image processing (specifically digital image processing) 
methods used in video playback devices, (such as stand-alone 
DVD-Video players), and video players software 
and transcoding software. It is also commonly used in 
real -time 3D rendering (such as in video games) to add 
additional effects. 
http://en.wikipedia.org/wiki/Video_post-processing 
After the game i s complete I could go through some post processing to make 
i t look better. 
Rendering Rendering is the process of generating an image from a 
2D or 3D model (or models in what collectively could be 
cal led a scene file), by means of computer programs. 
Al so, the results of such a model can be called a 
rendering. A s cene file contains objects in a s trictly 
defined language or data structure; i t would contain 
geometry, viewpoint, texture, lighting, and shading 
information as a description of the vi rtual scene. 
http://en.wikipedia.org/wiki/Rendering_(computer_gra 
phics) 
Thi s can be done while the game is in development so I can test the objects 
and he game i tself and it can also be done after the game is complete. I 
would render it so all the objects, Npcs and functions are put in the final 
game and nothing i s missing. 
Normal Map In 3D computer graphics, normal mapping, or "Dot3 
bump mapping", is a technique used for faking the 
l ighting of bumps and dents – an implementation of 
bump mapping. It is used to add details without using 
more polygons. 
http://en.wikipedia.org/wiki/Normal_mapping 
Instead of putting in loads of high quality and large sized texture files I could 
use this to create decent looking textures and bumps without putting more 
pres sure on the graphics. 
Entity I would use this to put Npcs in the game both neutral, good and bad ones. 
Without their entity fi le existing they cannot be in the game therefore leaving 
the game not functioning properly. 
UV Map Thi s process projects a texture map onto a 3D object. 
The letters "U" and "V" denote the axes of the 2D 
texture[note 1] because "X", "Y" and "Z" are already 
used to denote the axes of the 3D object in model 
space. 
I can us e this to create 2d looking levels in a 3d game.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
http://en.wikipedia.org/wiki/UV_mapping 
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, 
marbl e, granite, metal, stone, and others. Wikipedia 
Procedural textures can be used to make the game look realistic and 
beautiful. Unlike Normal Mapping, this procedure uses large files to import in 
high quality textures that ultimately give the game a realistic feel. 
Physics Computer animation physics or game physics involves 
the introduction of the laws of physics into a simulation 
or game engine, particularly in 3D computer graphics, 
for the purpose of making the effects appear more real 
to the observer. Typically, simulation physics is only a 
clos e approximation to real physics, and computation is 
performed using discrete values. 
http://en.wikipedia.org/wiki/Game_physics 
Without physics my game would be broken. No matter what kind of game I 
need physics. Unless my game is a character just existing and not moving, I 
would use physics to make things move and work. 
Collision Col l ision detection typically refers to the computational 
problem of detecting the intersection of two or more 
objects. While the topic is most often associated with its 
use in video games and other physical simulations, it 
al so has applications in robotics. In addition to 
determining whether two objects have collided, collision 
detection systems may also calculate time of impact 
(TOI), and report a contact manifold (the set of 
intersecting points) 
http://en.wikipedia.org/wiki/Collision_detection 
I woul d use collision detection to make walls a hard material so things don’t 
jus t cl ip through them. 
Lighting Lighting i s one of the most important and influential 
elements in environments. It has the power to make or 
break the visuals, theme and atmosphere. 
Lighting i s often forgotten or underestimated. Designers 
often add i t quickly and without much love. While in the 
pas t that was partially excusable by the weak hardware 
and game engines, these excuses just won't hold up 
anymore. Lighting is just as important as geometry. 
Without l ighting there is no environment but just a 
group of 3 dimensional objects. Lighting has the capacity 
to bring life to a group of objects and take them to the 
next level of quality. Its purpose goes further than just 
giving the players the ability to see where they are 
going. http://www.moddb.com/tutorials/lighting-in-game- 
environments-the-hows-and-whys 
I would use lighting to make things look brighter or dimmer. This can be used 
to create an atmosphere. It i s also necessary for the players to be able to look 
at the world because without the lighting props wont be fully vi sible as the 
developer intended them to look.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
5 
AA – Anti- 
Aliasing 
An anti -aliasing filter is a filter used before a signal 
sampler, to restrict the bandwidth of a signal to 
approximately satisfy the sampling theorem. Since the 
theorem s tates that unambiguous interpretation of the 
s ignal from i ts samples is possible when the power of 
frequencies above the Nyquist frequency i s zero, a real 
anti -aliasing filter can generally not completely satisfy 
the theorem. A realizable anti-aliasing filter will typically 
permi t some aliasing to occur; the amount of aliasing 
that does occur depends on a design trade-off between 
reduction of aliasing and maintaining signal up to the 
Nyqui st frequency and the frequency content of the 
input signal. http://en.wikipedia.org/wiki/Anti-al 
iasing_filter 
I could use this to make bumpy texture look smooth and give the graphics an 
overall better look. 
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. 
Di fferent LoDs are very important because not everyone has a high spec pc 
and i f the game only has high level of detail, people with mediocre or low 
spec pcs wont be able to play i t without having significant frame drops . 
Animation Computer animation, or CGI animation, is the process 
used for generating animated images by using computer 
graphics. The more general term computer-generated 
imagery encompasses both s tatic s cenes and dynamic 
images while computer animation only refers to moving 
images. 
http://en.wikipedia.org/wiki/Computer_animation 
I would use this to a nimate the npc’s, a ny things that move or things that 
react when the player interacts with them. 
Sprite 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. 
Ini tially including just graphical objects handled 
separately from the memory bitmap of a video display, 
thi s now includes various manners of graphical overlays. 
http://en.wikipedia.org/wiki/Sprite_(computer_graphic 
In a 2d game everything has a sprite as a base to work from.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
6 
Scene A cuts cene or event scene (sometimes in-game 
cinematic or in-game movie) i s 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, s trengthen the main character's development, 
introduce characters, and provide background 
information, atmosphere, dialogue, and clues. Cutscenes 
often feature "on the fly" rendering, using the gameplay 
graphics to create s cripted events. Cutscenes can also be 
animated, l ive action, or pre-rendered computer 
graphics streamed from a video file 
http://en.wikipedia.org/wiki/Cutscene 
I would use this to explain the story of the game or to show demos of how 
certa in abilities work. 
Library a l ibrary i s a collection of non-volatile resources used by 
programs on a computer, often to develop software. 
Thes e may include configuration data, documentation, 
help data, message templates, pre-written code and 
subroutines, classes, values or type specifications. 
http://en.wikipedia.org/wiki/Library_(computing) 
Thi s is a collection of resources that makes finding and using the assets 
easier. 
UI User interface design in games differs from other UI 
des ign because i t involves an additional element -- 
fiction. The fiction involves an avatar of the actual user, 
or player. The player becomes an invisible, but key 
element to the story, much like a narrator in a novel or 
fi lm. 
http://www.gamasutra.com/blogs/AnthonyStonehouse/ 
20140227/211823/User_interface_design_in_video_ga 
mes .php 
Thi s has to be very well designed for the players to play the game properly. If 
the Ui i s not well calibrated with the game, things will feel out of sync and 
that wi ll ruin the gameplay and the overall experience. 
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 
cal led frames. The term applies equally well to film and 
video cameras, computer graphics, and motion capture 
sys tems. Frame rate is most often expressed in frames 
per second (FPS) and is also expressed in progressive 
s can monitors as hertz (Hz). 
http://en.wikipedia.org/wiki/Frame_rate 
The hi gher the game’s texture quality, the better specs a pc needs to run it. If 
you run a game on high quality s ettings on a pc that cant handle i t, the 
frames drop. Meaning there are less frames per second. 
Concept an idea or mental image which corresponds to some 
di s tinct entity or class of entities, or to i ts essential 
features, or determines the application of a term 
Without a concept I would not have a thorough understanding or plan for 
what I am doing. A concept is an idea, a starting point and I would use this to 
come up with new ideas for the game.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
7 
(especially a predicate), and thus plays a part in the use 
of reason or language 
https ://www.google.co.uk/webhp?tab=ww&ei=TH0JVKq 
wBuuz7Qb44oKQDg&ved=0CAMQ1S4#q=what+is+a+co 
nceot 
Pathfinding Pathfinding or pathing is the plotting, by a computer 
application, of the shortest route between two points. It 
i s a more practical variant on solving mazes. This field of 
research is based heavily on Dijkstra's algorithm for 
finding the shortest path on a weighted graph. 
http://en.wikipedia.org/wiki/Pathfinding 
I would use this to find the shortest route between two points

More Related Content

What's hot

Engine Terminology
Engine TerminologyEngine Terminology
Engine Terminologykamkill
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminologynnak786
 
Game engine terminology/glossary
Game engine terminology/glossaryGame engine terminology/glossary
Game engine terminology/glossarygordonpj96
 
Game Engine Terminology Glossary
Game Engine Terminology GlossaryGame Engine Terminology Glossary
Game Engine Terminology GlossaryJoshuaRidett
 
Y1 gd engine_terminology ben comley-excell
Y1 gd engine_terminology ben comley-excellY1 gd engine_terminology ben comley-excell
Y1 gd engine_terminology ben comley-excellBenCom1
 
Game Engine terminology
Game Engine terminologyGame Engine terminology
Game Engine terminologySamDuxburyGDS
 
Task 1- Engine terminology
Task 1- Engine terminologyTask 1- Engine terminology
Task 1- Engine terminologycrimzon36
 
Aiden kelly y1 gd engine_terminology
Aiden kelly y1 gd engine_terminologyAiden kelly y1 gd engine_terminology
Aiden kelly y1 gd engine_terminologyAidenKelly
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminologyClintParis
 
Y1 gd engine terminology
Y1 gd engine terminologyY1 gd engine terminology
Y1 gd engine terminologyblears1
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminologyClintParis
 
Y1 gd engine_terminology
Y1 gd engine_terminology Y1 gd engine_terminology
Y1 gd engine_terminology Jordanianmc
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminologyJordanianmc
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminologyaknatdeahobia
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminologyJaket123
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminologyJordanianmc
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminologyJordanianmc
 

What's hot (18)

Engine Terminology
Engine TerminologyEngine Terminology
Engine Terminology
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Game engine terminology/glossary
Game engine terminology/glossaryGame engine terminology/glossary
Game engine terminology/glossary
 
Game Engine Terminology Glossary
Game Engine Terminology GlossaryGame Engine Terminology Glossary
Game Engine Terminology Glossary
 
Y1 gd engine_terminology ben comley-excell
Y1 gd engine_terminology ben comley-excellY1 gd engine_terminology ben comley-excell
Y1 gd engine_terminology ben comley-excell
 
Game Engine terminology
Game Engine terminologyGame Engine terminology
Game Engine terminology
 
Task 1- Engine terminology
Task 1- Engine terminologyTask 1- Engine terminology
Task 1- Engine terminology
 
Aiden kelly y1 gd engine_terminology
Aiden kelly y1 gd engine_terminologyAiden kelly y1 gd engine_terminology
Aiden kelly y1 gd engine_terminology
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Y1 gd engine terminology
Y1 gd engine terminologyY1 gd engine terminology
Y1 gd engine terminology
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Y1 gd engine_terminology
Y1 gd engine_terminology Y1 gd engine_terminology
Y1 gd engine_terminology
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 

Viewers also liked

Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminologyShaz Riches
 
Ig je game engines_y2_assignment brief 213
Ig je game engines_y2_assignment brief 213Ig je game engines_y2_assignment brief 213
Ig je game engines_y2_assignment brief 213Shaz Riches
 
Unit 73 ig3 assignment programming sound assets to a game 2013_y1
Unit 73 ig3 assignment programming sound assets to a game 2013_y1Unit 73 ig3 assignment programming sound assets to a game 2013_y1
Unit 73 ig3 assignment programming sound assets to a game 2013_y1Shaz Riches
 
By renaming the sounds i prouduced myself word doc
By renaming the sounds i prouduced myself word docBy renaming the sounds i prouduced myself word doc
By renaming the sounds i prouduced myself word docShaz Riches
 
Work flow the pain is reel
Work flow the pain is reelWork flow the pain is reel
Work flow the pain is reelShaz Riches
 
AUDIO DEVICES, FORMATS AND CODECS
AUDIO DEVICES, FORMATS AND CODECSAUDIO DEVICES, FORMATS AND CODECS
AUDIO DEVICES, FORMATS AND CODECSSTEFFI_MEDINA
 
Harry Arnold Task 1 Shaz
Harry Arnold Task 1 ShazHarry Arnold Task 1 Shaz
Harry Arnold Task 1 ShazShaz Riches
 
Ig2 task 1 work sheet s
Ig2 task 1 work sheet sIg2 task 1 work sheet s
Ig2 task 1 work sheet sShaz Riches
 
Ig2 task 1 work sheet s
Ig2 task 1 work sheet sIg2 task 1 work sheet s
Ig2 task 1 work sheet sShaz Riches
 
Unit 73 ig2 assignment creating a sample library 2013_y1
Unit 73 ig2 assignment creating a sample library 2013_y1Unit 73 ig2 assignment creating a sample library 2013_y1
Unit 73 ig2 assignment creating a sample library 2013_y1Shaz Riches
 
Internet Security IT
Internet Security ITInternet Security IT
Internet Security ITSTEFFI_MEDINA
 

Viewers also liked (18)

Trhe glossary
Trhe glossaryTrhe glossary
Trhe glossary
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
SLIDESHARE
SLIDESHARESLIDESHARE
SLIDESHARE
 
Ig je game engines_y2_assignment brief 213
Ig je game engines_y2_assignment brief 213Ig je game engines_y2_assignment brief 213
Ig je game engines_y2_assignment brief 213
 
Presentation1
Presentation1 Presentation1
Presentation1
 
Unit 73 ig3 assignment programming sound assets to a game 2013_y1
Unit 73 ig3 assignment programming sound assets to a game 2013_y1Unit 73 ig3 assignment programming sound assets to a game 2013_y1
Unit 73 ig3 assignment programming sound assets to a game 2013_y1
 
By renaming the sounds i prouduced myself word doc
By renaming the sounds i prouduced myself word docBy renaming the sounds i prouduced myself word doc
By renaming the sounds i prouduced myself word doc
 
Work flow
Work flowWork flow
Work flow
 
Work flow the pain is reel
Work flow the pain is reelWork flow the pain is reel
Work flow the pain is reel
 
Pitch FMP
Pitch FMP Pitch FMP
Pitch FMP
 
AUDIO DEVICES, FORMATS AND CODECS
AUDIO DEVICES, FORMATS AND CODECSAUDIO DEVICES, FORMATS AND CODECS
AUDIO DEVICES, FORMATS AND CODECS
 
Harry Arnold Task 1 Shaz
Harry Arnold Task 1 ShazHarry Arnold Task 1 Shaz
Harry Arnold Task 1 Shaz
 
Ha9task1Shaz
Ha9task1ShazHa9task1Shaz
Ha9task1Shaz
 
Work flo1ew
Work flo1ewWork flo1ew
Work flo1ew
 
Ig2 task 1 work sheet s
Ig2 task 1 work sheet sIg2 task 1 work sheet s
Ig2 task 1 work sheet s
 
Ig2 task 1 work sheet s
Ig2 task 1 work sheet sIg2 task 1 work sheet s
Ig2 task 1 work sheet s
 
Unit 73 ig2 assignment creating a sample library 2013_y1
Unit 73 ig2 assignment creating a sample library 2013_y1Unit 73 ig2 assignment creating a sample library 2013_y1
Unit 73 ig2 assignment creating a sample library 2013_y1
 
Internet Security IT
Internet Security ITInternet Security IT
Internet Security IT
 

Similar to Y1 gd engine_terminology

Researched Definition
Researched DefinitionResearched Definition
Researched DefinitionArron96
 
Y1 gd engine_terminology (1) (4)
Y1 gd engine_terminology (1) (4) Y1 gd engine_terminology (1) (4)
Y1 gd engine_terminology (1) (4) TomCrook
 
Y1 gd engine_terminology (1)
Y1 gd engine_terminology (1) Y1 gd engine_terminology (1)
Y1 gd engine_terminology (1) TomCrook
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminologyJordanianmc
 
Louis hughes y1 gd engine_terminology college work
Louis hughes y1 gd engine_terminology college workLouis hughes y1 gd engine_terminology college work
Louis hughes y1 gd engine_terminology college workLouisHughes666
 
Christopher lucasy1 gd_engine terminology
Christopher lucasy1 gd_engine terminologyChristopher lucasy1 gd_engine terminology
Christopher lucasy1 gd_engine terminologychristopherlucas4589
 
Engine technology worksheet
Engine technology worksheet Engine technology worksheet
Engine technology worksheet nazaryth98
 
Y1 gd engine_terminologY
Y1 gd engine_terminologYY1 gd engine_terminologY
Y1 gd engine_terminologYElliotBlack
 
The Purposes and Functions of components of Game Engines
The Purposes and Functions of components of Game EnginesThe Purposes and Functions of components of Game Engines
The Purposes and Functions of components of Game Engineswdhanuka
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminologyZak Warren
 
Using a 3D Game Engine
Using a 3D Game EngineUsing a 3D Game Engine
Using a 3D Game EngineItsLiamOven
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminologyItsLiamOven
 
Gamedesign Task 1 for Ian by Liam Oven
Gamedesign Task 1 for Ian by Liam OvenGamedesign Task 1 for Ian by Liam Oven
Gamedesign Task 1 for Ian by Liam OvenItsLiamOven
 
Y1 gd engine_terminologY
Y1 gd engine_terminologYY1 gd engine_terminologY
Y1 gd engine_terminologYElliotBlack
 
Y1 gd engine terminology (task 1)
Y1 gd engine terminology (task 1)Y1 gd engine terminology (task 1)
Y1 gd engine terminology (task 1)Matthewf2014
 

Similar to Y1 gd engine_terminology (16)

Researched Definition
Researched DefinitionResearched Definition
Researched Definition
 
Y1 gd engine_terminology (1) (4)
Y1 gd engine_terminology (1) (4) Y1 gd engine_terminology (1) (4)
Y1 gd engine_terminology (1) (4)
 
Y1 gd engine_terminology (1)
Y1 gd engine_terminology (1) Y1 gd engine_terminology (1)
Y1 gd engine_terminology (1)
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
engine terminology 2
 engine terminology 2 engine terminology 2
engine terminology 2
 
Louis hughes y1 gd engine_terminology college work
Louis hughes y1 gd engine_terminology college workLouis hughes y1 gd engine_terminology college work
Louis hughes y1 gd engine_terminology college work
 
Christopher lucasy1 gd_engine terminology
Christopher lucasy1 gd_engine terminologyChristopher lucasy1 gd_engine terminology
Christopher lucasy1 gd_engine terminology
 
Engine technology worksheet
Engine technology worksheet Engine technology worksheet
Engine technology worksheet
 
Y1 gd engine_terminologY
Y1 gd engine_terminologYY1 gd engine_terminologY
Y1 gd engine_terminologY
 
The Purposes and Functions of components of Game Engines
The Purposes and Functions of components of Game EnginesThe Purposes and Functions of components of Game Engines
The Purposes and Functions of components of Game Engines
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Using a 3D Game Engine
Using a 3D Game EngineUsing a 3D Game Engine
Using a 3D Game Engine
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Gamedesign Task 1 for Ian by Liam Oven
Gamedesign Task 1 for Ian by Liam OvenGamedesign Task 1 for Ian by Liam Oven
Gamedesign Task 1 for Ian by Liam Oven
 
Y1 gd engine_terminologY
Y1 gd engine_terminologYY1 gd engine_terminologY
Y1 gd engine_terminologY
 
Y1 gd engine terminology (task 1)
Y1 gd engine terminology (task 1)Y1 gd engine terminology (task 1)
Y1 gd engine terminology (task 1)
 

More from Shaz Riches

Lastproduction jordan2
Lastproduction jordan2Lastproduction jordan2
Lastproduction jordan2Shaz Riches
 
Harry Arnold Task 1 Shaz
Harry Arnold Task 1 Shaz Harry Arnold Task 1 Shaz
Harry Arnold Task 1 Shaz Shaz Riches
 
je game engines_y2_assignment 2
je game engines_y2_assignment  2je game engines_y2_assignment  2
je game engines_y2_assignment 2Shaz Riches
 
I started with my character
I started with my characterI started with my character
I started with my characterShaz Riches
 
Upload 34422342
Upload 34422342 Upload 34422342
Upload 34422342 Shaz Riches
 
Ha5 project charter p
Ha5 project charter pHa5 project charter p
Ha5 project charter pShaz Riches
 
Ha5 project charter_100314
Ha5 project charter_100314Ha5 project charter_100314
Ha5 project charter_100314Shaz Riches
 
Task comparisiosns ds psp
Task comparisiosns ds pspTask comparisiosns ds psp
Task comparisiosns ds pspShaz Riches
 
Console design template
Console design templateConsole design template
Console design templateShaz Riches
 
Ig1 task 2 analysis work sheet (2)
Ig1 task 2 analysis work sheet (2)Ig1 task 2 analysis work sheet (2)
Ig1 task 2 analysis work sheet (2)Shaz Riches
 

More from Shaz Riches (13)

Lastproduction jordan2
Lastproduction jordan2Lastproduction jordan2
Lastproduction jordan2
 
ShazHa9Task1
ShazHa9Task1ShazHa9Task1
ShazHa9Task1
 
Harry Arnold Task 1 Shaz
Harry Arnold Task 1 Shaz Harry Arnold Task 1 Shaz
Harry Arnold Task 1 Shaz
 
je game engines_y2_assignment 2
je game engines_y2_assignment  2je game engines_y2_assignment  2
je game engines_y2_assignment 2
 
I started with my character
I started with my characterI started with my character
I started with my character
 
Upload 34422342
Upload 34422342 Upload 34422342
Upload 34422342
 
Ha5 project charter p
Ha5 project charter pHa5 project charter p
Ha5 project charter p
 
Ha5 project charter_100314
Ha5 project charter_100314Ha5 project charter_100314
Ha5 project charter_100314
 
Task comparisiosns ds psp
Task comparisiosns ds pspTask comparisiosns ds psp
Task comparisiosns ds psp
 
Console design template
Console design templateConsole design template
Console design template
 
Analysis 4
Analysis 4Analysis 4
Analysis 4
 
Analysis 3
Analysis 3Analysis 3
Analysis 3
 
Ig1 task 2 analysis work sheet (2)
Ig1 task 2 analysis work sheet (2)Ig1 task 2 analysis work sheet (2)
Ig1 task 2 analysis work sheet (2)
 

Y1 gd engine_terminology

  • 1. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 1 Produce a glossary of terms specific to the methods and principles of Video Game Design and Video Game Terms. Using a provided template, you must research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the website you have obtained the definition. You must also, where possible, provide specific details of how researched definitions relate to your own production practice. Name: 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 noun a demonstration of a product or technique https ://www.google.co.uk/webhp?tab=ww&ei=5XIJVJyz O8SN7QbA94HoCg&ved=0CAcQ1S4#q=demo+definition Closest to the finished product. This would help me find out what people think of my game and also any bugs that need to be fixed. Beta the be ta (β) of a n investment is a measure of the ri sk ari sing from exposure to general market movements as opposed to idiosyncratic factors. The market portfolio of al l investable assets has a beta of exactly 1. A beta below 1 can indicate either an investment with lower volatility than the market, or a volatile investment whos e price movements are not highly correlated with the market. http://en.wikipedia.org/wiki/Beta_(finance) Thi s is similar to a demo however a demo is close to the finished product. Thi s is next state to the game proceeding from it’s alpha state. Alpha Alpha is the s tage when key gameplay functionality i s implemented, and assets are partially finished.[152] A game in alpha is feature complete, that is, game i s playable and contains all the major features.[153] These features may be further revised based on testing and feedback. http://en.wikipedia.org/wiki/Video_game_development An a l pha openly distributes ga mes in it’s unfinished state and this would help me fix bugs, add or remove certain features and finish the game according to pe ople’s opinion a nd what they want. Pre-Alpha Beta is feature and asset complete version of the game, An even earlier version of alpha. The game is in a very early s tate I could use
  • 2. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 2 when only bugs are being fixed http://en.wikipedia.org/wiki/Video_game_development thi s release to find out whether people l ike the game and I would carry on developing. Gold Gold master is the final game's build that is used as a mas ter for production of the game I can release the game in i ts finished state. 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 I could use this as a behind the scenes White-Box Testing White-box testing (also known as clear box testing, glass box tes ting, transparent box testing, and structural tes ting) is a method of testing software that tests internal structures or workings of an application, as opposed to i ts functionality (i .e. black-box testing). https ://www.google.co.uk/url?sa=t&rct=j&q=&esrc=s&s ource=web&cd=2&cad=rja&uact=8&ved=0CCMQFjAB&u rl=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FWhite-box_ tes ting&ei=UXUJVNbYPIay7AbJnoDwDg&usg=AFQj CNHeMlU1-icHNjTi7Qn-4DdFjcJ-xw& s ig2=4AXceUKLgZpLFi7ouaVtHg&bvm=bv.74649129 ,d.d2s I coul d test the game’s workability while i ts in a running s tate this would help me fi nd a nd remove and bugs or things that don’t work. Bug A software bug is an error, flaw, failure, or fault in a computer program or system that causes it to produce an incorrect or unexpected result, or to behave in unintended ways. Most bugs arise from mistakes and errors made by people in either a program's source code or i ts design, or in frameworks and operating systems used by such programs, and a few are caused by compi lers producing incorrect code. http://en.wikipedia.org/wiki/Software_bug I would find any bugs and glitches in the game to either remove them or use them to create an extra entity / ability. GAME ENGINES Vertex Shader A Vertex Shader i s also GPU component and is also programmed using a specific assembly-like language, l ike pixel shaders, but are oriented to the scene geometry and can do things like adding cartoony s i lhouette edges to objects, etc. http://s tackoverflow.com/questions/832545/what-are-vertex- and-pixel-shaders Vertex shading can be used to change entire textures of things which would help me shade things faster.
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 GAME ENGINES Pixel Shader A Pixel Shader is a GPU (Graphic Processing Unit) component that can be programmed to operate on a per pixel basis and take care of stuff like lighting and bump mapping. http://s tackoverflow.com/questions/832545/what-are-vertex- and-pixel-shaders Thi s would help me change individual textures of things so I can add more deta ils. Post Processing The term post-processing (or postproc for short) is used in the video/film business for quality-improvement image processing (specifically digital image processing) methods used in video playback devices, (such as stand-alone DVD-Video players), and video players software and transcoding software. It is also commonly used in real -time 3D rendering (such as in video games) to add additional effects. http://en.wikipedia.org/wiki/Video_post-processing After the game i s complete I could go through some post processing to make i t look better. Rendering Rendering is the process of generating an image from a 2D or 3D model (or models in what collectively could be cal led a scene file), by means of computer programs. Al so, the results of such a model can be called a rendering. A s cene file contains objects in a s trictly defined language or data structure; i t would contain geometry, viewpoint, texture, lighting, and shading information as a description of the vi rtual scene. http://en.wikipedia.org/wiki/Rendering_(computer_gra phics) Thi s can be done while the game is in development so I can test the objects and he game i tself and it can also be done after the game is complete. I would render it so all the objects, Npcs and functions are put in the final game and nothing i s missing. Normal Map In 3D computer graphics, normal mapping, or "Dot3 bump mapping", is a technique used for faking the l ighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons. http://en.wikipedia.org/wiki/Normal_mapping Instead of putting in loads of high quality and large sized texture files I could use this to create decent looking textures and bumps without putting more pres sure on the graphics. Entity I would use this to put Npcs in the game both neutral, good and bad ones. Without their entity fi le existing they cannot be in the game therefore leaving the game not functioning properly. UV Map Thi s process projects a texture map onto a 3D object. The letters "U" and "V" denote the axes of the 2D texture[note 1] because "X", "Y" and "Z" are already used to denote the axes of the 3D object in model space. I can us e this to create 2d looking levels in a 3d game.
  • 4. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 4 http://en.wikipedia.org/wiki/UV_mapping 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, marbl e, granite, metal, stone, and others. Wikipedia Procedural textures can be used to make the game look realistic and beautiful. Unlike Normal Mapping, this procedure uses large files to import in high quality textures that ultimately give the game a realistic feel. Physics Computer animation physics or game physics involves the introduction of the laws of physics into a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer. Typically, simulation physics is only a clos e approximation to real physics, and computation is performed using discrete values. http://en.wikipedia.org/wiki/Game_physics Without physics my game would be broken. No matter what kind of game I need physics. Unless my game is a character just existing and not moving, I would use physics to make things move and work. Collision Col l ision detection typically refers to the computational problem of detecting the intersection of two or more objects. While the topic is most often associated with its use in video games and other physical simulations, it al so has applications in robotics. In addition to determining whether two objects have collided, collision detection systems may also calculate time of impact (TOI), and report a contact manifold (the set of intersecting points) http://en.wikipedia.org/wiki/Collision_detection I woul d use collision detection to make walls a hard material so things don’t jus t cl ip through them. Lighting Lighting i s one of the most important and influential elements in environments. It has the power to make or break the visuals, theme and atmosphere. Lighting i s often forgotten or underestimated. Designers often add i t quickly and without much love. While in the pas t that was partially excusable by the weak hardware and game engines, these excuses just won't hold up anymore. Lighting is just as important as geometry. Without l ighting there is no environment but just a group of 3 dimensional objects. Lighting has the capacity to bring life to a group of objects and take them to the next level of quality. Its purpose goes further than just giving the players the ability to see where they are going. http://www.moddb.com/tutorials/lighting-in-game- environments-the-hows-and-whys I would use lighting to make things look brighter or dimmer. This can be used to create an atmosphere. It i s also necessary for the players to be able to look at the world because without the lighting props wont be fully vi sible as the developer intended them to look.
  • 5. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 5 AA – Anti- Aliasing An anti -aliasing filter is a filter used before a signal sampler, to restrict the bandwidth of a signal to approximately satisfy the sampling theorem. Since the theorem s tates that unambiguous interpretation of the s ignal from i ts samples is possible when the power of frequencies above the Nyquist frequency i s zero, a real anti -aliasing filter can generally not completely satisfy the theorem. A realizable anti-aliasing filter will typically permi t some aliasing to occur; the amount of aliasing that does occur depends on a design trade-off between reduction of aliasing and maintaining signal up to the Nyqui st frequency and the frequency content of the input signal. http://en.wikipedia.org/wiki/Anti-al iasing_filter I could use this to make bumpy texture look smooth and give the graphics an overall better look. 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. Di fferent LoDs are very important because not everyone has a high spec pc and i f the game only has high level of detail, people with mediocre or low spec pcs wont be able to play i t without having significant frame drops . Animation Computer animation, or CGI animation, is the process used for generating animated images by using computer graphics. The more general term computer-generated imagery encompasses both s tatic s cenes and dynamic images while computer animation only refers to moving images. http://en.wikipedia.org/wiki/Computer_animation I would use this to a nimate the npc’s, a ny things that move or things that react when the player interacts with them. Sprite 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. Ini tially including just graphical objects handled separately from the memory bitmap of a video display, thi s now includes various manners of graphical overlays. http://en.wikipedia.org/wiki/Sprite_(computer_graphic In a 2d game everything has a sprite as a base to work from.
  • 6. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 6 Scene A cuts cene or event scene (sometimes in-game cinematic or in-game movie) i s 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, s trengthen the main character's development, introduce characters, and provide background information, atmosphere, dialogue, and clues. Cutscenes often feature "on the fly" rendering, using the gameplay graphics to create s cripted events. Cutscenes can also be animated, l ive action, or pre-rendered computer graphics streamed from a video file http://en.wikipedia.org/wiki/Cutscene I would use this to explain the story of the game or to show demos of how certa in abilities work. Library a l ibrary i s a collection of non-volatile resources used by programs on a computer, often to develop software. Thes e may include configuration data, documentation, help data, message templates, pre-written code and subroutines, classes, values or type specifications. http://en.wikipedia.org/wiki/Library_(computing) Thi s is a collection of resources that makes finding and using the assets easier. UI User interface design in games differs from other UI des ign because i t involves an additional element -- fiction. The fiction involves an avatar of the actual user, or player. The player becomes an invisible, but key element to the story, much like a narrator in a novel or fi lm. http://www.gamasutra.com/blogs/AnthonyStonehouse/ 20140227/211823/User_interface_design_in_video_ga mes .php Thi s has to be very well designed for the players to play the game properly. If the Ui i s not well calibrated with the game, things will feel out of sync and that wi ll ruin the gameplay and the overall experience. 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 cal led frames. The term applies equally well to film and video cameras, computer graphics, and motion capture sys tems. Frame rate is most often expressed in frames per second (FPS) and is also expressed in progressive s can monitors as hertz (Hz). http://en.wikipedia.org/wiki/Frame_rate The hi gher the game’s texture quality, the better specs a pc needs to run it. If you run a game on high quality s ettings on a pc that cant handle i t, the frames drop. Meaning there are less frames per second. Concept an idea or mental image which corresponds to some di s tinct entity or class of entities, or to i ts essential features, or determines the application of a term Without a concept I would not have a thorough understanding or plan for what I am doing. A concept is an idea, a starting point and I would use this to come up with new ideas for the game.
  • 7. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 7 (especially a predicate), and thus plays a part in the use of reason or language https ://www.google.co.uk/webhp?tab=ww&ei=TH0JVKq wBuuz7Qb44oKQDg&ved=0CAMQ1S4#q=what+is+a+co nceot Pathfinding Pathfinding or pathing is the plotting, by a computer application, of the shortest route between two points. It i s a more practical variant on solving mazes. This field of research is based heavily on Dijkstra's algorithm for finding the shortest path on a weighted graph. http://en.wikipedia.org/wiki/Pathfinding I would use this to find the shortest route between two points