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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: 
Christopher 
Lucas 
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 Computing: Preview 
or trial version of 
a software which is freely 
distributed, either without 
some of the critical 
functions (such as 
the ability to save or 
print data) or is 
programmed to work only 
for few (usually 
30) days after the first run. 
http://www.businessdict 
ionary.com/definition/de 
mo.html 
A demo is a trial version of the 
official game or device released 
before its release, unlike a beta or 
alpha a demo will be the 
completed form of the product. 
This will allow a customer to try 
out the Game. 
http://youtu.be/FcMRkyoHKeA 
The image above is a screenshot of the watchdogs demo at E3 
plus the link above is a video of the E3 demo of watchdogs.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
Beta The beta version of a game 
is as close to perfect as the 
company can make it. 
http://www.techopedia.c 
om/definition/27136/bet 
a-test-gaming 
A Beta is when the public will be 
allowed early access to test the 
game before its official release. 
Allowing developers to fix any 
problems or complaints they come 
across. 
The Image above shows that if you pre-order Destiny 
you will receive access to the games beta. 
Alpha A very early version of a 
software product that may 
not contain all of the 
features that are planned for 
the final version. 
Typically, software goes 
through two stages of 
testing before it is 
considered finished. The first 
stage, called alpha 
testing, is often performed 
only by users within the 
organization developing the 
software. 
http://www.webopedia.com/ 
TERM/A/alpha_version.html 
The Alpha is early access to the 
game that only the developers and 
a select few are able to play. This 
trial also allows the developers to 
check that everything they want is 
in the final version of the game. 
The Image above shows an example of a digital copy of
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
Destiny’s alpha. 
Pre-Alpha Pre-Alpha is like mega early 
version of the game, before 
everything is finalized. 
http://www.answers.com/Q/ 
What_does_Pre-Alpha- 
Delta_mean 
A Pre-Alpha is basically the mega 
early versions of the alpha were 
only the games developers and 
testers can try out the games 
mechanics before it’s released to 
the public. 
http://youtu.be/2tmThvZ72Lc 
The link above the image shows off two people trying out the 
pre alpha to a game called “The Forest”
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 game has "Gone Gold" 
when the final master copy 
has been produced at the 
developer and sent off for 
replication, packaging and 
shipment. The game is not 
yet released, but it will 
typically be around 2-3 
weeks (sometimes less) 
before it begins appearing 
on store shelves and online 
pre-orders arriving at 
doorsteps. 
http://www.urbandictionary. 
com/define.php?term=Gone 
%20Gold 
Gone gold is creating and 
replicating the final master copy of 
a game and is being prepared to 
be shipped. 
Example of an Album gone gold. 
Debug Debugging is the routine 
process of locating and 
removing computer program 
bugs, errors or 
abnormalities, which is 
methodically handled by 
software programmers via 
debugging tools. Debugging 
checks, detects and corrects 
errors or bugs to allow 
proper program operation 
according to set 
specifications. Also known as 
debug. 
http://www.techopedia.com/ 
definition/16373/debugging 
Debugging is when the designers 
of the game notice a bug/glitch in 
their game and go through a 
process of removing it. 
An example of a designer using a debugging system.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
5 
Automation Automatically controlled 
operation of an apparatus, 
process, or system by 
mechanical or electronic 
devices that take the place 
of human labour. 
http://www.merriam-webster. 
com/dictionary/auto 
mation 
Automation is when non-humans 
such as specific programs can do 
the work and replace human 
labour.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
6 
The picture above shows the many jobs automation can do. 
White-Box 
Testing 
A software testing technique 
whereby explicit knowledge 
of the internal workings of 
the item being tested are 
used to select the test data. 
Unlike black box testing, 
white box testing uses 
specific knowledge of 
programming code to 
examine outputs. 
http://www.webopedia.com/ 
TERM/W/White_Box_Testing 
.html 
White box is testing a game at the 
source code level; this can be 
used to prevent any errors 
occurring.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
7 
Bug An error in a structured 
system. It is usually applied 
to electrical and computer 
systems. 
http://www.urbandictionary. 
com/define.php?term=Glitch 
A bug is an error in the game 
which is usually only detected 
after the game has been tested. 
GAME 
ENGINES 
GAME 
ENGINES 
Vertex 
Shader 
Vertex shaders are applied 
for each vertex run on a 
programmable pipeline. Its 
most basic goal is to 
transform geometry into 
screenspace coordinates so 
that the Pixel shaders can 
rasterize an image. On a 
more complex scale, Vertex 
shaders are responsible for 
mesh deformation, lighting, 
shadowing and general 
vertex displacement. Vertex 
shaders cannot create 
vertices. 
https://developer.valvesoftw 
are.com/wiki/Shader#Vertex 
_shaders 
Vertex shaders are the creation of 
lighting, shadowing and vertex 
displacement on an object.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
8 
Pixel Shader Pixel shaders are applied for 
each pixel rendered to the 
screen. A pixel shader 
expects input from 
interpolated vertex values, 
which it then uses to 
rasterize the image. Pixel 
shaders can produce a huge 
range of effects involving 
the colour of individual 
pixels such as refraction, 
per-pixel lighting or 
reflection. 
https://developer.valvesoftw 
are.com/wiki/Shader#Vertex 
_shaders 
Pixel shader’s account for each 
pixel rendered on screen and can 
be used to rasterize images.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
9 
Post 
Processing 
Post Processing allows 
Different effects to be 
Performed on the scene 
after it has been rendered, 
but before outputting it to 
The viewport. 
Post processing will allow you to 
add additional effects to a scene 
after its been rendered. 
Rendering Rendering is the process of 
generating an image from 
a 2D or 3D model (or 
models in what collectively 
could be called a scene file), 
by means of computer 
programs. Also, the results 
of such a model can be 
called a rendering. 
http://en.wikipedia.org/wiki/ 
Rendering_(computer_graph 
ics) 
Rendering will allow me to turn a 
2D or 3D model into a image. 
http://youtu.be/6dOIju7--Jg 
The l ink above shows you how rendering works.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
10 
Normal Map These are images that store 
a direction, the direction of 
normal directly in the RGB 
values of an image. They 
are much more accurate, as 
rather than only simulating 
the pixel being away from 
the face along a line, they 
can simulate that pixel being 
moved at any direction, in 
an arbitrary way. 
http://wiki.blender.org/inde 
x.php/Doc:2.4/Manual/Textu 
res/Influence/Material/Bump 
_and_Normal 
Normal map will allow me to 
simulate pixels being away from a 
image along line and also it can 
simulate the pixels being moved in 
any direction. 
Entity An entity is a grouping of 
things with rules or data in 
common. An entity often 
represents a group of people 
(e.g. children, applicants, 
stakeholders) but it can also 
represent a group of objects 
(e.g. textbooks), activities 
(e.g. assignments) or 
concepts (e.g. school 
terms). 
http://docs.oracle.com/html 
/E27551_01/Content/Data% 
20model/Define_an_entity.h 
tm 
An entity is an object or character 
in a game. 
UV Map UV mapping is the 3D 
modelling process of making 
a 2D image representation 
of a 3D model's surface. UV 
mapping this process 
projects a texture map onto 
a 3D object. 
http://en.wikipedia.org/wiki/ 
UV mapping allows me to create a 
2D image that represents a 3D 
model of a entity such as a map of 
the world. 
http://www.lynda.com/Maya-tutorials/UV-mapping-overview/83095/89985-4.html 
The video in the l ink above gives you an overview of uv mapping.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
11 
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, marble, 
granite, metal, stone, and 
others. Usually, the natural look 
of the rendered result is 
achieved by the usage of fractal 
noise and turbulence functions. 
http://en.wikipedia.org/wiki/Pro 
cedural_texture 
Procedural texture is generating 
realistic textures for entity’s 
(objects, characters etc.) 
Textures can look natural such as 
wood, stone, metal etc. 
Physics A physics engine is also 
used in computer video 
games for simulating various 
actions and reactions in the 
game. Unlike physics 
engines used for vehicle and 
aircraft design, however, the 
physic engines in video 
games are used for more 
real time simulations instead 
of replicating physics 
encountered in the real 
world. 
http://www.computerhope.c 
om/jargon/p/physics-engine. 
htm 
Physics engines can be used to 
simulate a variety of actions such 
as jumping, running, falling etc. 
This can allow me to create an 
almost realistic game. 
Collision Collision detection typically 
refers to the computational 
problem of detecting the 
intersection of two or more 
Collision is when two objects in a 
game intercept each other and hit 
or collide. Collision detection can 
prevent this from happening by
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
12 
objects. While the topic is 
most often associated with 
its use in video games and 
other physical simulations, it 
also 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). Collision 
response deals with 
simulating what happens 
when a collision is detected. 
http://en.wikipedia.org/wiki/ 
Collision_detection 
detecting the error before it can 
occur. 
Lighting is a computer graphics effect 
used in video 
games, demos and high 
dynamic range 
rendering (HDR) to 
reproduce an imaging 
artefact of real-world 
cameras. The effect 
produces fringes (or 
feathers) of light extending 
from the borders of bright 
areas in an image, 
contributing to the illusion of 
an extremely bright light 
overwhelming the camera or 
eye capturing the scene. 
http://en.wikipedia.org/wiki/ 
Bloom_(shader_effect) 
Lighting can give you the illusion 
of an extremely bright light 
overwhelming the camera or eye 
capturing the scene.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
13 
AA – Anti- 
Aliasing 
Anti-aliasing, or "AA" for 
short, is a rendering 
technique used to minimize 
the prevalence of aliasing, a 
type of visual artifact that 
looks like the steps on a 
stair, on any non-perpendicular 
edges of 
objects in a 3D scene. 
http://www.geforce.co.uk/w 
hats-new/guides/aa-af-guide# 
2 
Anti-Aliasing will allow me to 
minimise and or prevent aliasing 
which then smooth’s out the sides 
of the images. 
Thi s image shows an example of a Aliased image vs Anti-Aliased image. 
LoD – Level 
of Detail 
An optimisation technique 
called Level Of Detail (LOD) 
rendering allows you to 
reduce the number of 
triangles rendered for an 
object as its distance from 
camera increases. As long as 
your objects aren’t all close 
to the camera at the same 
time, LOD will reduce the 
load on the hardware and 
improve rendering 
performance. 
http://docs.unity3d.com/Ma 
nual/LevelOfDetail.html 
LOD will allow me to reduce the 
load on the hardware and improve 
rendering performance 
Animation A simulation of movement 
created by displaying a 
series of pictures, or frames. 
Cartoons on television are 
one example of 
animation. http://www.webo 
pedia.com/TERM/A/animatio 
n.html 
Animations can be used to 
simulate movement in cutscreens 
and even actual gameplay. 
http://vimeo.com/31294000 
the l ink above shows a little reel of gameplay animation.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
14 
Sprite A sprite is a bitmap graphic 
that is designed to be part of 
a larger scene. It can either 
be a static image or an 
animated graphic. Sprites 
were the standard way to 
integrate graphics into video 
games. Graphic artists 
created small 2D images 
that were used to represent 
characters and other 
objects. 
http://www.techterms.com/ 
definition/sprite 
In a side-scroller, such as Super 
Mario Bros, the sprite of an enemy 
Koopa would turn into a flattened 
Koopa when Super Mario jumped 
on it. Today, some video games 
still use 2D sprites, but most 
mainstream games use 3D 
polygons instead. 
Di fferent types of sprite animations 
Scene A cutscene or event 
scene (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, 
atmosphere, dialogue, and 
clues. http://en.wikipedia.or 
g/wiki/Cutscene 
A cutscene can be used to expand 
the game they can be used to 
explain the story and or to even 
give the player a break from 
constant gameplay. 
http://youtu.be/jYdxweyMrMU 
Introduction cutscene to Halo 4
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
15 
Library A library is a useful 
framework to tackle a 
specific need within a game 
engine. A framework that 
entails the needs for a 
complete game is a game 
engine. 
http://gamedev.stackexchan 
ge.com/questions/10770/wh 
ats-the-difference-between-a- 
library-and-an-engine 
A library contains all the 
information contained in a game 
engine for specific jobs. 
http://youtu.be/cyWLmUGCsBA 
Thi s link shows one example of a program that is in a library. 
UI The user interface is one of 
the most important parts of 
any program because it 
determines how easily you 
can make the program do 
what you want. 
http://www.webopedia.com/ 
TERM/U/user_interface.html 
A User Interface allows controlling 
and determining what you want a 
program to do. 
http://youtu.be/LTEdxqMksAg 
In thi s link they ta lk about UI’s. 
Frames Frames are individual 
pictures in a sequence of 
images. For example, a 
Flash movie you see on the 
Web may play 12 frames per 
second, creating the 
appearance of motion. Most 
video is shot at 24 or 30 
frames per second, or FPS. 
FPS is often measured in 3D 
games as a way of checking 
how fast the graphics 
processor of a computer is. 
http://www.techterms.com/ 
definition/frame 
FPS are able to show how fast the 
graphics in games can process. 
http://youtu.be/9DFbNn3YpWM 
In thi s video i t compares 60fps vs 30fps
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
16 
Concept Created as an exercise to 
demonstrate the technical sk 
ills and imagination of the d 
esigners, andnot intended fo 
r mass production or sale. 
http://dictionary.reference.c 
om/browse/concept 
Concept art can be used to 
demonstrate and even show off 
parts of the game to attract 
people. 
Event Something that occurs in a c 
ertain place during a particul 
ar interval of time. 
http://dictionary.reference.c 
om/browse/event 
Events can occur in real life such 
as E3 or in some cases in the 
game like public events to obtain 
special items. 
http://youtu.be/N4QqiNYw-Ws 
Pathfinding Pathfinding strategies are 
usually employed as 
The core of any AI 
movement system. 
Pathfinding strategies have 
the responsibility of 
Finding a path from any 
coordinate in the game 
world to another. 
http://gamesitb.com/pathgr 
aham.pdf 
Pathfinders are able to obtain 
coordinates from location in the 
game to another and process 
strategies. 
http://youtu.be/pQ9Mcc-5UuA 
Thi s link shows you how pathfinding works

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Christopher lucasy1 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: Christopher Lucas 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 Computing: Preview or trial version of a software which is freely distributed, either without some of the critical functions (such as the ability to save or print data) or is programmed to work only for few (usually 30) days after the first run. http://www.businessdict ionary.com/definition/de mo.html A demo is a trial version of the official game or device released before its release, unlike a beta or alpha a demo will be the completed form of the product. This will allow a customer to try out the Game. http://youtu.be/FcMRkyoHKeA The image above is a screenshot of the watchdogs demo at E3 plus the link above is a video of the E3 demo of watchdogs.
  • 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 The beta version of a game is as close to perfect as the company can make it. http://www.techopedia.c om/definition/27136/bet a-test-gaming A Beta is when the public will be allowed early access to test the game before its official release. Allowing developers to fix any problems or complaints they come across. The Image above shows that if you pre-order Destiny you will receive access to the games beta. Alpha A very early version of a software product that may not contain all of the features that are planned for the final version. Typically, software goes through two stages of testing before it is considered finished. The first stage, called alpha testing, is often performed only by users within the organization developing the software. http://www.webopedia.com/ TERM/A/alpha_version.html The Alpha is early access to the game that only the developers and a select few are able to play. This trial also allows the developers to check that everything they want is in the final version of the game. The Image above shows an example of a digital copy of
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 Destiny’s alpha. Pre-Alpha Pre-Alpha is like mega early version of the game, before everything is finalized. http://www.answers.com/Q/ What_does_Pre-Alpha- Delta_mean A Pre-Alpha is basically the mega early versions of the alpha were only the games developers and testers can try out the games mechanics before it’s released to the public. http://youtu.be/2tmThvZ72Lc The link above the image shows off two people trying out the pre alpha to a game called “The Forest”
  • 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 game has "Gone Gold" when the final master copy has been produced at the developer and sent off for replication, packaging and shipment. The game is not yet released, but it will typically be around 2-3 weeks (sometimes less) before it begins appearing on store shelves and online pre-orders arriving at doorsteps. http://www.urbandictionary. com/define.php?term=Gone %20Gold Gone gold is creating and replicating the final master copy of a game and is being prepared to be shipped. Example of an Album gone gold. Debug Debugging is the routine process of locating and removing computer program bugs, errors or abnormalities, which is methodically handled by software programmers via debugging tools. Debugging checks, detects and corrects errors or bugs to allow proper program operation according to set specifications. Also known as debug. http://www.techopedia.com/ definition/16373/debugging Debugging is when the designers of the game notice a bug/glitch in their game and go through a process of removing it. An example of a designer using a debugging system.
  • 5. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 5 Automation Automatically controlled operation of an apparatus, process, or system by mechanical or electronic devices that take the place of human labour. http://www.merriam-webster. com/dictionary/auto mation Automation is when non-humans such as specific programs can do the work and replace human labour.
  • 6. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 6 The picture above shows the many jobs automation can do. White-Box Testing A software testing technique whereby explicit knowledge of the internal workings of the item being tested are used to select the test data. Unlike black box testing, white box testing uses specific knowledge of programming code to examine outputs. http://www.webopedia.com/ TERM/W/White_Box_Testing .html White box is testing a game at the source code level; this can be used to prevent any errors occurring.
  • 7. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 7 Bug An error in a structured system. It is usually applied to electrical and computer systems. http://www.urbandictionary. com/define.php?term=Glitch A bug is an error in the game which is usually only detected after the game has been tested. GAME ENGINES GAME ENGINES Vertex Shader Vertex shaders are applied for each vertex run on a programmable pipeline. Its most basic goal is to transform geometry into screenspace coordinates so that the Pixel shaders can rasterize an image. On a more complex scale, Vertex shaders are responsible for mesh deformation, lighting, shadowing and general vertex displacement. Vertex shaders cannot create vertices. https://developer.valvesoftw are.com/wiki/Shader#Vertex _shaders Vertex shaders are the creation of lighting, shadowing and vertex displacement on an object.
  • 8. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 8 Pixel Shader Pixel shaders are applied for each pixel rendered to the screen. A pixel shader expects input from interpolated vertex values, which it then uses to rasterize the image. Pixel shaders can produce a huge range of effects involving the colour of individual pixels such as refraction, per-pixel lighting or reflection. https://developer.valvesoftw are.com/wiki/Shader#Vertex _shaders Pixel shader’s account for each pixel rendered on screen and can be used to rasterize images.
  • 9. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 9 Post Processing Post Processing allows Different effects to be Performed on the scene after it has been rendered, but before outputting it to The viewport. Post processing will allow you to add additional effects to a scene after its been rendered. Rendering Rendering is the process of generating an image from a 2D or 3D model (or models in what collectively could be called a scene file), by means of computer programs. Also, the results of such a model can be called a rendering. http://en.wikipedia.org/wiki/ Rendering_(computer_graph ics) Rendering will allow me to turn a 2D or 3D model into a image. http://youtu.be/6dOIju7--Jg The l ink above shows you how rendering works.
  • 10. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 10 Normal Map These are images that store a direction, the direction of normal directly in the RGB values of an image. They are much more accurate, as rather than only simulating the pixel being away from the face along a line, they can simulate that pixel being moved at any direction, in an arbitrary way. http://wiki.blender.org/inde x.php/Doc:2.4/Manual/Textu res/Influence/Material/Bump _and_Normal Normal map will allow me to simulate pixels being away from a image along line and also it can simulate the pixels being moved in any direction. Entity An entity is a grouping of things with rules or data in common. An entity often represents a group of people (e.g. children, applicants, stakeholders) but it can also represent a group of objects (e.g. textbooks), activities (e.g. assignments) or concepts (e.g. school terms). http://docs.oracle.com/html /E27551_01/Content/Data% 20model/Define_an_entity.h tm An entity is an object or character in a game. UV Map UV mapping is the 3D modelling process of making a 2D image representation of a 3D model's surface. UV mapping this process projects a texture map onto a 3D object. http://en.wikipedia.org/wiki/ UV mapping allows me to create a 2D image that represents a 3D model of a entity such as a map of the world. http://www.lynda.com/Maya-tutorials/UV-mapping-overview/83095/89985-4.html The video in the l ink above gives you an overview of uv mapping.
  • 11. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 11 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, marble, granite, metal, stone, and others. Usually, the natural look of the rendered result is achieved by the usage of fractal noise and turbulence functions. http://en.wikipedia.org/wiki/Pro cedural_texture Procedural texture is generating realistic textures for entity’s (objects, characters etc.) Textures can look natural such as wood, stone, metal etc. Physics A physics engine is also used in computer video games for simulating various actions and reactions in the game. Unlike physics engines used for vehicle and aircraft design, however, the physic engines in video games are used for more real time simulations instead of replicating physics encountered in the real world. http://www.computerhope.c om/jargon/p/physics-engine. htm Physics engines can be used to simulate a variety of actions such as jumping, running, falling etc. This can allow me to create an almost realistic game. Collision Collision detection typically refers to the computational problem of detecting the intersection of two or more Collision is when two objects in a game intercept each other and hit or collide. Collision detection can prevent this from happening by
  • 12. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 12 objects. While the topic is most often associated with its use in video games and other physical simulations, it also 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). Collision response deals with simulating what happens when a collision is detected. http://en.wikipedia.org/wiki/ Collision_detection detecting the error before it can occur. Lighting is a computer graphics effect used in video games, demos and high dynamic range rendering (HDR) to reproduce an imaging artefact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of an extremely bright light overwhelming the camera or eye capturing the scene. http://en.wikipedia.org/wiki/ Bloom_(shader_effect) Lighting can give you the illusion of an extremely bright light overwhelming the camera or eye capturing the scene.
  • 13. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 13 AA – Anti- Aliasing Anti-aliasing, or "AA" for short, is a rendering technique used to minimize the prevalence of aliasing, a type of visual artifact that looks like the steps on a stair, on any non-perpendicular edges of objects in a 3D scene. http://www.geforce.co.uk/w hats-new/guides/aa-af-guide# 2 Anti-Aliasing will allow me to minimise and or prevent aliasing which then smooth’s out the sides of the images. Thi s image shows an example of a Aliased image vs Anti-Aliased image. LoD – Level of Detail An optimisation technique called Level Of Detail (LOD) rendering allows you to reduce the number of triangles rendered for an object as its distance from camera increases. As long as your objects aren’t all close to the camera at the same time, LOD will reduce the load on the hardware and improve rendering performance. http://docs.unity3d.com/Ma nual/LevelOfDetail.html LOD will allow me to reduce the load on the hardware and improve rendering performance Animation A simulation of movement created by displaying a series of pictures, or frames. Cartoons on television are one example of animation. http://www.webo pedia.com/TERM/A/animatio n.html Animations can be used to simulate movement in cutscreens and even actual gameplay. http://vimeo.com/31294000 the l ink above shows a little reel of gameplay animation.
  • 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 A sprite is a bitmap graphic that is designed to be part of a larger scene. It can either be a static image or an animated graphic. Sprites were the standard way to integrate graphics into video games. Graphic artists created small 2D images that were used to represent characters and other objects. http://www.techterms.com/ definition/sprite In a side-scroller, such as Super Mario Bros, the sprite of an enemy Koopa would turn into a flattened Koopa when Super Mario jumped on it. Today, some video games still use 2D sprites, but most mainstream games use 3D polygons instead. Di fferent types of sprite animations Scene A cutscene or event scene (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, atmosphere, dialogue, and clues. http://en.wikipedia.or g/wiki/Cutscene A cutscene can be used to expand the game they can be used to explain the story and or to even give the player a break from constant gameplay. http://youtu.be/jYdxweyMrMU Introduction cutscene to Halo 4
  • 15. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 15 Library A library is a useful framework to tackle a specific need within a game engine. A framework that entails the needs for a complete game is a game engine. http://gamedev.stackexchan ge.com/questions/10770/wh ats-the-difference-between-a- library-and-an-engine A library contains all the information contained in a game engine for specific jobs. http://youtu.be/cyWLmUGCsBA Thi s link shows one example of a program that is in a library. UI The user interface is one of the most important parts of any program because it determines how easily you can make the program do what you want. http://www.webopedia.com/ TERM/U/user_interface.html A User Interface allows controlling and determining what you want a program to do. http://youtu.be/LTEdxqMksAg In thi s link they ta lk about UI’s. Frames Frames are individual pictures in a sequence of images. For example, a Flash movie you see on the Web may play 12 frames per second, creating the appearance of motion. Most video is shot at 24 or 30 frames per second, or FPS. FPS is often measured in 3D games as a way of checking how fast the graphics processor of a computer is. http://www.techterms.com/ definition/frame FPS are able to show how fast the graphics in games can process. http://youtu.be/9DFbNn3YpWM In thi s video i t compares 60fps vs 30fps
  • 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 Created as an exercise to demonstrate the technical sk ills and imagination of the d esigners, andnot intended fo r mass production or sale. http://dictionary.reference.c om/browse/concept Concept art can be used to demonstrate and even show off parts of the game to attract people. Event Something that occurs in a c ertain place during a particul ar interval of time. http://dictionary.reference.c om/browse/event Events can occur in real life such as E3 or in some cases in the game like public events to obtain special items. http://youtu.be/N4QqiNYw-Ws Pathfinding Pathfinding strategies are usually employed as The core of any AI movement system. Pathfinding strategies have the responsibility of Finding a path from any coordinate in the game world to another. http://gamesitb.com/pathgr aham.pdf Pathfinders are able to obtain coordinates from location in the game to another and process strategies. http://youtu.be/pQ9Mcc-5UuA Thi s link shows you how pathfinding works