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