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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: 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 ‘Sales promotion method that (1) shows 
the performance of a product in actual 
use conditions, or (2) encourages trial purchase and 
use of the product for evaluation by the customer.’ 
http://www.businessdictionary.com/definition/demo 
ns tration.html 
‘It i s sample code/graphics/audio that demonstrates 
key elements of the proposed game. Depending on 
the genre of the game this could be an entire game 
level or part of one (FPS), a single race track with a 
coupl e of cars (racing) or a few locations/rooms with 
puzzles (point and click adventure game).’ 
http://www.obscure.co.uk/articles-2/preparing-a-game- 
demo/ 
Demos are very important in production 
practice as i t is what i s used to display the 
qualities of the product to a party that is not 
di rectly privy to the production of the game 
i ts elf. When showing a game to a third 
party, the s implest way to communicate the 
deta ils of a games design and content is to 
show them directly. 
Demos may also be used as a way to di rectly 
tes t a section of a game for bugs, although 
for thi s purpose open betas are more 
common. 
Demos used to be commonly distributed by 
compa nies via ‘demo discs’ that would be 
included with video games magazines.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
Beta ‘A beta test refers to the distribution of pre-release 
game software to a s elect group of people so that 
they can test the game in their own homes. The beta 
vers ion of a game is as close to perfect as the 
company can make i t, but any bugs, glitches or other 
i s sues discovered in beta testing will usually be 
a ddressed before the game's official release.’ 
http://www.techopedia.com/d efinition/27136/beta-test-gaming 
The term beta refers to a part of a games 
development where it is considered feature 
compl ete, but i t still may contain bugs and 
gl i tches. The testing aspect of a beta is 
important in order to find and remove as 
many unwanted bugs as possible and fix any 
mi s takes in any aspect of the games levels, 
game features or UI to reduce the chances of 
an unintended negative experience for the 
player. 
During the battlefield 3 public beta test, a 
gl i tch was discovered that caused the models 
of the players to grow in size randomly, this 
was fixed in the release of the games.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
Alpha ‘Borrowed from traditional (i.e. non-games) software 
development, Alpha designates a key stage in a game's 
development. The definition of Alpha for traditional 
software is, according to Wikipedia: 
Alpha software can be unstable and could cause crashes or 
data loss. [...] The alpha phase usually ends with a feature 
freeze, indicating that no more features will be added to the 
software. At this time, the software is said to be feature 
complete. 
In game development, the definition is a bit more blurry. 
Yes, the exact definition of an Alpha may (and often will) 
vary from one developer to another, and also from one 
publisher to another. The Alpha build being a key 
deliverable when you've got a publisher deal, you better be 
crystal clear with the publisher about what needs to be 
implemented in that build. This will avoid any surprises. 
A game's Alpha build usually complies with the following 
points: 
 The game is playable from start to finish. 
 All the game's features are implemented to at 
least first pass quality. 
 Some art may still be place holder. 
 Crashing bugs may be present. 
The important thing after is that after the Alpha build has 
been approved, the developers should stop adding features. 
However that's theory, and as projects tend to be late, 
Alphas are usually not what they should be. As such, feature 
implementation might still happen after the delivery of the 
Alpha.’ 
http://technicalgamedesign.blogspot.co.uk/2011/04/ 
alpha.html 
Although video game alphas are somewhat 
inconsistent in their definition, alphas are 
i mportant to a game’s development, as it i s 
the fi rst intermittent stage between 
conception and release of the game where 
the ga me is considered to be ‘playa ble’ and 
therefore all progress to the game is added 
to and built upon from this s tage. 
Priori ties in this s tage include thorough 
tes ting and improving game s tability, 
features and mechanics, and removing 
particularly major bugs and glitches that 
hamper gameplay considerably (e.g. bugs 
that impede progress, crashes, etc.). 
DayZ as a standalone game was released on 
Stea mworks as a n ‘early a ccess’ title as a n 
open alpha game.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
Pre-Alpha 
‘Pre-Alpha i s a standard term to denote a number of 
interim milestones between prototyping and alpha, 
each of which includes new functionality and/or 
game content. Pre-alphas often mandate 
incremented improvements on a number of parallel 
areas in a project, but rarely expect any one of those 
areas to be complete. The exact content of each pre-alpha 
is often an ongoing discussion between 
producers on the team and those at the publisher. 
Pre-alphas are usually followed by alpha, beta, 
release candidate and gold master milestones.’ 
http://www.whatgamesare.com/pre-alpha.html 
Pre-Alphas give developers the opportunity 
to increment their designs, giving them a 
greater ability to observe and test individual 
mechanics and game elements to ensure 
that they are implemented into the game as 
intended. 
Thi s pre alpha gameplay of ‘The Ave ngers’ 
was used as a reveal trailer for the game 
whi le i t was in development. 
Gold ‘The term "release to manufacturing", al so known as 
"going gold", i s a term used when a software product 
i s ready to be delivered or provided to the customer. 
Thi s build may be digitally signed, allowing the end 
user to verify the integrity and authenticity of the 
software purchase. A copy of the RTM build known as 
the "gold master" or GM i s sent for mass duplication. 
RTM precedes general availability (GA), when the 
product i s released to the public.’ 
http://en.wikipedia.org/wiki/Software_release_life_c 
ycle#Release_candidate 
Whe n a game has ‘Gone Gold’ this means 
that the game is now considered suitable for 
release, and therefore means that the 
developer is internally confident that it has 
s ucce ssfully completed i ts game’s features 
and removed the vast majority of bugs and 
gl i tches in game. 
It may be considered to be the final s tage of 
the primary development of the game 
(further support may later be included such 
as game updates and downloadable content 
release).
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
5 
Debug ‘De bugging is the routine process of l ocating 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 
s e t s pecifications.’ 
http://www.techopedia.com/definition/16373/debu 
gging 
Games often have debug modes included in 
the code at some point, even up to and 
including release versions of the game. This 
i s useful for a production process because it 
al lows a developer to instantly interface with 
code from within the game to investigate 
and remove bugs without being constrained 
by the l imitations that the player of the final 
vers ion. 
Thi s is an image of the debugging console of 
The Legend of Zelda: Wind Waker, accessed 
via outside software. 
Automation ‘Automation enables an application's command 
operations to be manipulated from outside that 
application. The Cl ient for Windows provides 
automation objects that can be manipulated from 
programs built using programming environments 
such as Microsoft Visual Basic (Version 3.0 or above), 
Microsoft Visual C++, and Sybase PowerBuilder. 
Important: The Cl ient for Windows OLE APIs are 
tes ted using Microsoft Visual Basic and Microsoft 
Vi sual C++ and the examples in this document are 
Vi sual Basic and Visual C++ language examples. You 
can us e other languages but the syntax and 
techniques will differ. Check your language 
documentation for OLE automation implementation 
specifics for your environment. 
To manipulate the Cl ient for Windows objects, you 
need to know the properties and methods for each 
obje ct.’ 
http://publib.boulder.ibm.com/infocenter/cmx/v8r3 
m0/index.jsp?topic=%2Fcom.ibm.cliwin.doc%2Fdcmp 
o012.htm 
Automation allows for easier preliminary 
tes ting of game software, and can mean that 
a developer can detect bugs and glitches via 
obvious errors and breaks in the game code 
that occur during an automated test. 
Automation does not necessarily allow for 
tes ting extensive enough to detect certain 
bugs and glitches that can occur in-game, 
such as clipping through parts of the map, so 
human testers will s till be needed to more 
deeply experiment with faults in the game 
software.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
6 
White-Box 
Testing 
‘White Box Testing (al so known as Clear Box Testing, 
Open Box Testing, Glass Box Testing, Transparent Box 
Tes ting, Code-Based Testing or Structural Testing) is a 
software testing method in which the internal 
s tructure/design/implementation of the item being 
tes ted is known to the tester. The tester chooses 
inputs to exercise paths through the code and 
determines the appropriate outputs. Programming 
know-how and the implementation knowledge is 
es sential. White box testing is testing beyond the 
user interface and into the nitty-gritty of a system.’ 
http://www.webopedia.com/TERM/W/White_Box_T 
es ting.html 
Because White Box Testing involves a savvy 
development member, i t has the advantage 
of the tester being able to recognise how the 
game functions, and therefore is more likely 
to understand the underlying cause of a bug 
or gl i tch that occurs during testing, and i s 
capable of resolving the i ssue themselves. 
Bug ‘In several usages in information technology, 
a glitch (pronounced GLIHTCH ) is a sudden break in 
function or continuity, sometimes of a transient 
nature, with a varying degree of seriousness.’ 
‘ In a computer program, a glitch can be a bug that 
i sn't encountered very often, resulting in a problem 
that sometimes goes away because next time the 
combi nation of e vents i s different.’ 
http://whatis.techtarget.com/definition/glitch 
Bugs are an unwanted, but to a degree 
i ne vitable part of any ga me’s development 
process, where elements of the game code 
may s top functioning as intended, or may 
negatively affect gameplay. Generally 
speaking, the larger the s cope of the game 
being developed, the more bugs are likely to 
occur, and extensive testing has to be done 
by the developer to ensure that as few bugs 
as possible exist in the final version of the 
game (in particular, bugs that impede 
progress of the game). 
In Heavy Rain, there was a prompt that 
al lowed you to call out for another character 
in the game. A glitch allowed you to activate 
the prompt during the in game cutscenes.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
7 
GAME 
ENGINES 
GAME 
ENGINES 
Vertex Shader ‘A ve rtex s hader i s a graphics processing function 
used to add special effects to objects in a 3D 
envi ronment by performing mathematical operations 
on the objects' vertex data. Each vertex can be 
defined by many different variables. For instance, a 
vertex i s always defined by i ts location in a 3D 
envi ronment using the x-, y-, and z- coordinates.’ 
http://www.nvidia.co.uk/object/feature_vertexshade 
r.html 
Vertex shaders give a game developer the 
abi lity to add a large variety of vi sual effects, 
which are directly applied to objects. This is 
useful in expanding the creative freedom of 
the designer, and giving an opportunity for 
the game to have a more distinctive vi sual 
s tyle. 
In thi s image, OpenGL is transforming an 
rendering an teapot via a vertex shader 
pipeline. 
Pixel Shader ‘A Pi xe l Shader is a graphics function that calculates 
effects on a per-pixel basis. Depending on resolution, 
in excess of 2 mi llion pixels may need to be rendered, 
l i t, shaded, and colored for each frame, at 60 frames 
per second.’ 
http://www.nvidia.co.uk/object/feature_pixelshader. 
html 
Per i ts namesake a pixel shader renders the 
in-game environment pixel by pixel, which 
grants the pixel shader the ability to be used 
in 3d model based games and sprite based 
2d games, the latter being unable to be 
rendered by a vertex shader due to a lack of 
vertices. 
Thi s image is comparing visual fidelity of a 
render between different pixel shader 
configurations. 
Post Processing ‘A pos t-processing effect is an effect that you want to 
apply to the entire window after you have drawn the 
enti re s cene. For instance, a common post-processing 
effect i s to make your scene black and white, give it a 
sepia tone to look l ike an old photograph, or blur the 
s cre e n or to cre ate a bloom effect.’ 
http://rbwhitaker.wikidot.com/post-processing-effects 
Pos t processing effects are used to add visual 
fl a ir to a vi deo game’s visuals. There are a 
wide variety of post processing effects and 
they are often used in tandem for specific 
purposes (for example, depth of field and 
motion blur are often used to create a more 
realistic environment, while bloom is used to 
cre a te a more ‘ci nematic’ vi sual style). 
Thi s is a comparison of two views in the free 
to play MMO World of Tanks, showing a view 
through a scope, one with a post processing 
effect (depth of field) and one without.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
8 
Rendering ‘There are two major types of rendering, their chief 
di fference being the speed at which images are 
computed and finalized. 
Real-Time Rendering: Real-Time Rendering i s 
used most prominently in gaming and interactive 
graphics, where images must be computed from 
3D information at an incredibly rapid pace. 
Offline or Pre-Rendering: Offl ine rendering is 
used in situations where speed is less of an issue, 
with calculations typically performed using multi-core 
CPUs rather than dedicated graphics 
hardware.’ 
http://3d.about.com/od/3d-101-The- 
Bas ics/a/Rendering-Finalizing-The-3d-Image.htm 
Rendering is a core element of any game, as 
i t i s the process that provides a vi sual 
element to the game, allowing any sort of 
human-computer interaction to occur. 
In video games, any gameplay i s rendered in 
real -time, because in each frame what the 
player sees i s determined by what the player 
inputs into the system, such as camera 
control s, or an action key. Some cut s cenes 
are also real-time rendered (also called in-engine 
cut scenes). 
Pre-renders are used almost exclusively for 
‘ci nematic’ cut s cenes, which depict events 
that occur within the continuity of the game 
that the player does not interact with. 
Thi s picture shows two pre-renders of a car 
model made in a modelling animation and 
rendering software program called 3DS Max. 
One i s of the base model, and the other is of 
the model with textures and normal maps 
applied. 
Normal Map ‘A normal map is a way of adding high-resolution 
deta il to a game ready (low resolution) model, 
without drastically affecting the game's performance. 
Normal maps are applied to an object exactly the 
same way that you'd apply a two-dimensional diffuse 
(color) map to your model, however instead of 
conta ining simple color information a normal map is 
conta ins information that can accurately describes 
the surface slope of a 3D model with millions of 
polygons. 
Tha t “s lope information” i s cleve rly s tored i n each of 
the normal map's three color channels (R,G,B), which, 
when translated at render time, will tell the game-e 
ngi ne which dire ction a ny give n face i s “pointing” in 
3D space. Directionality is determined according to 
the surface normal of a face, which i s a term you may 
have heard in high-school geometry. (In case you've 
forgotten, the term surface normal refers to the 
di rectional vector that is perpendicular to any 
Normal maps are useful for adding vi sual 
deta il to objects without greatly affecting 
performance; otherwise, adding details to a 
model would involve increasing the number 
of vertices on the model and manipulating 
the xyz coordinates of the points. Therefore, 
when the object would be rendered in game, 
the engine needs to calculate the placement 
of vi sual objects and textures based on a 
greater number of coordinates, increasing 
how long it takes to render. 
A demonstration image showing the 
di fference between various states of a 3d 
model of a head – from l eft to right, a low 
poly vers ion, a high poly version, and a low 
poly vers ion with a normal map applied).
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
9 
geometric surface.’ 
http://3d.about.com/od/3d-101-The- 
Bas ics/tp/Current-Gen-Gameart-Workflow-What-Is- 
Normal-Mapping.htm 
Entity ‘In programming, engineering, and probably many 
other contexts, the word is used to identify units, 
whether concrete things or abstract ideas, that have 
no ready name or label. 
In some usages, an entity i s close in meaning 
to object as it is used in object-oriented 
programming . ‘ 
http://whatis.techtarget.com/definition/entity 
Enti ties are the base of each individual in 
ga me ‘object’ (such as non-player characters, 
projectiles, and physical objects such as 
boxes ) that are assigned properties by the 
developer in the game engine. This is 
important in games, as it allows for individual 
‘obje cts’ to function consistently i n ga me, 
and for each object to be able to behave 
relative to each other. 
UV Map 
‘In cas e you're wondering, UV mapping stands for the 
technique used to "wrap" a 2D image texture onto a 
3D mesh. "U" and "V" are the name of the axes of a 
plane, since "X", "Y" and "Z" are used for the 
coordinates in the 3D space. For example: increasing 
your "V" on a sphere might move you along a 
longitude l ine (north or south), while increasing your 
"U" might move you along a line of latitude (east or 
wes t). 
Another explanation can be gleaned from the 
Blender manual. Imagine a paper 3D model of an 
object, e.g. a sphere, that i s to be laid flat on a table. 
Each of the 3D coordinates of the sphere can be 
mapped to the 2D coordinate on the flat piece of 
paper. Blender provides another view of the vertices 
(coordinates) in the UV/Image Editor. You can select 
and edit these 2D vertices just l ike in the 3D Editor 
window. The purpose of this unwrapping of the 
coordinates is just to map these coordinates to 
images/pictures so that the 3D image can have a 
realistic looking surface with textures derived from 
UV maps are a useful tool for making objects 
appear much more detailed than they 
actually are (the detail coming from 
additional vertices added to and manipulated 
on the model). By using UV maps on models, 
a developer can give those models any 
des ired s tyle or appearance without 
sacrificing performance, as the more ‘actual’ 
deta il is added to an object by the vertices, 
the more points that an engine has to 
calculate to render the object in real time. 
An image showcasing the application of a UV 
map to a model. The UV is in the lower right 
corner, and the green lines show how the 
application of the UV map to model is affect 
by the shape of the model.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
10 
thes e images.’ 
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_ 
Pro/UV_Map_Basics 
Procedural 
Texture 
‘When someone thinks of a texture, they probably 
think of an image used to 'paint' a model in order to 
give i t a certain appearance. This refers to bitmapped 
textures, because the texture is made of pixels from 
an actual bitmap image. These can be very realistic, 
especially i f taken from photographs of actual 
surfaces. However, one major restriction applies to 
bitmapped textures: a bitmapped texture has a fixed 
amount of detail. It cannot be scaled larger without 
looking softer, i t will never yi eld any more detail than 
what i s already captured in the pixels. 
Procedural textures take an entirely different 
approach. Instead of creating an image by defining a 
large, unchanging block of pixels, procedurals create 
the texture from the ground up. This is where the 
term 'procedural' comes from. The texture is defined 
only by the procedure needed to create it. You only 
need to give the computer a (relatively) small 
formula, instead of a huge block of pixels. With this 
formula, the computer is able to create the texture at 
any s cale, in any orientation, extending as far as you 
need.’ 
http://www.upvector.com/?section=Tutorials&subse 
ction=Intro%20to%20Procedural%20Textures 
Procedural textures are common in 
modelling and mapping software, as they are 
versatile for many objects. The advantage of 
procedural textures is that they do not need 
to be created exactly to the s ize and shape of 
the model that they are applied to, which is 
especially useful for models that are liable to 
be modified and edited at any point, since 
the texture is calculated by the dimensions of 
the model. 
Thi s image is showing a variety of simple 
shapes with procedural textures applied to 
them; in this case they are all using similar 
wood-based procedural textures. This 
showcases how the textures use formulas to 
calculate how the texture will apply to the 
surface of the model.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
11 
Physics ‘A physics engine i s general used to describe a 
software program that is used to simulate physical 
phenomena. One of the first uses of a physics engine 
was for simulating where artillery shells would land 
based on their weight, force behind the firing of the 
shells, and angle of the firing. Since then, it has also 
been used to help in the design of aircraft and 
watercraft, as well as vehicles. 
A phys ics engine is also used in computer video 
games for s imulating various actions and reactions in 
the game. Unlike physics engines used for vehicle and 
ai rcraft design, however, the physic engines in video 
games are used for more real time s imulations 
instead of replicating physics encountered in the real 
world. In other words, video games aren't concerned 
with real-life simulations as much as they are about 
being perceptually correct. In first person shooter 
games, this can lead to cases where a player is shot in 
the leg and dies, instead of just being injured. A 
phys ics engine is designed to simulate the perception 
of shooting and killing a target, not so much in where 
the ta rget is hit or if it was a mortal wound or just a 
flesh wound.’ 
http://www.computerhope.com/jargon/p/physics-engine. 
htm 
Phys ics are one of the most important 
elements of any 3d game (and a good 
number of 2d games). Physics engines in 
games are necessary to give the world 
bel ievable interactions between the game 
world, the player, and objects in game. 
Understanding the way that physics interact 
i s vi tal in the designing stage of games, as the 
developer always wants to avoid making 
progress impossible for the player, which can 
happen in particular when the game features 
puzzles involving objects affected by physics. 
Thi s is a demonstration of a physics engine in 
action, based on a pyramid of stacked boxes. 
One of the boxes near the base is removed, 
caus ing the above boxes to fall and collide 
with each other. 
Collision ‘With the advent of 3D technologies in the past 
several years, programmers have made radical 
changes in how they program applications, especially 
when regarding computer games. Collision detection 
i s an essential part in 3D games. It ensures that the 
game physics are relatively realistic, so that an object 
does not cut through other objects or hovers when it 
should fall. How well a game can detect collisions is 
an integral part of the believability and enjoyment of 
the game. A poorly implemented collision detection 
sys tem can be a bane to a product, whereas an 
Col l ision can be considered to be an 
extension of the physics, as they both 
influences each other. Collision in its most 
bas ic form ensures that the player character 
doe s not move ‘through’ objects in the 
game, the floor, or through other players (in 
the cas e of some multiplayer games). 
Col l ision also influences the ways that in 
game objects with physics properties 
influence each other. For example, a group 
of wooden boxes hit by an explosive may
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
12 
excel lent implementation can produce amazing 
results. 
The two main parts in collision detection are 
detecting whether or not a collision has happened, 
and i f so, responding to the collision. Discovering if a 
col l ision has occurred i s the basis of this problem. 
Whi le responding to the collision is computationally 
much easier than discovering a collision, it can still 
pos e several problems in how objects are going to 
react to each other. In modern computer games, if 
the character runs into a wall, then the character will 
either s top or will continue 'sliding' along the wall. 
However, if this character comes up to a movable 
box, then the character might s tart pushing the box 
instead. Or consider a ball bouncing around in a 
room. The ball is going to behave quite differently 
than a person walking around in a room. ‘ 
http://www.edenwaith.com/products/pige/tutorials/ 
col l ision.php 
break and fly off in various directions, 
bouncing off of walls and other objects. 
Thi s is an image of a collision occurring in 
engine between two objects, the wall and a 
model of a truck. The collision interacts with 
the phys ics engine, causing the truck to be 
deformed in areas where it has touched the 
wal l. 
Lighting ‘Working under the supervision of the lead lighting 
arti st, this person creates lighting and shading 
elements within game envi ronments and scenes. 
Us ing software such as Maya or Lightwave, he or she 
applies lighting effects to completed envi ronment 
and character art that is consistent with i llustrated 
concepts and level designs and ensures consistency 
acros s all concurrent s cenes. The artist is concerned 
with matching the lighting to interior environments, 
noting where the artists have placed objects like 
lamps, windows, or other sources of illumination. 
Likewise, for exterior locations, the artist i s cognizant 
of the time of day within the context of the story, 
appropriately applying lighting effects to correspond 
with the position of the sun, moon, or outdoor 
s ources of light.’ 
Lighting i s one of the most major aspects of 
des ign to consider when creating locations 
and objects in a game. The application of 
l ighting to an in game location can influence 
the atmosphere, the believability, and the 
flow of the game level. Lighting is also used 
as a gameplay element, as developers can 
manipulate the location and directions of 
l ighting elements in game to direct the player 
to where they can progress. 
Thi s image shows a number of different 
l ighting entities that can be used to illuminate 
3d renders, including point lights, ball l ights, 
spotlights, etc.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
13 
http://getinmedia.com/careers/lighting-artist 
‘In a game design context, s imulated i llumination is 
embedded in the vocabulary of the 3D modelling 
software (Maya, 3D Studio Max, etc) used in game 
production (Manovich, 2001)… ‘Ea ch s oftware 
product contains algorithms that establish simulated 
i l lumination. These algorithms have their own set of 
as sumptions concerning how lighting is established or 
s imulated, including shadow appearance and colour.’ 
http://gamestudies.org/0701/articles/elnasr_ 
niedenthal_knez_almeida_zupko 
AA – Anti-Aliasing ‘Anti -Aliasing is a method of fooling the eye that a 
jagged edge is really smooth. Anti-Aliasing is often 
referred in games and on graphics cards. In games 
especially the chance to smooth edges of the images 
goes a long way to creating a realistic 3D image on 
the s creen. Remember though that Anti-Aliasing does 
not actually smooth any edges of images it merely 
fool s the eye. Like a lot of things they are only 
de s igned to be good e nough’ 
http://www.pantherproducts.co.uk/index.php?pagei 
d=antialiasing 
Anti -aliasing is often an optional element 
that can be toggled to improve a games 
graphical fidelity, though they can also 
dra s tically a ffect a game’s performance. 
Generally speaking, a developer will want to 
balance the amount of AA used in a game 
with i ts performance. 
An example of anti-aliasing using a text 
cha ra cter as a n e xample. Where the ‘blocky’ 
sections of the ‘a’ are visible on the aliased 
character, there is the anti-aliasing effect 
applied on the other. 
LoD – Level of 
Detail 
‘One important component of this "language" is 
the level of detail -- or the specificity required for a 
particular element at a particular s tage of the project. 
The level of detail for a BIM model must correspond 
to the needs of the modeler, the project engineer, 
and the estimators and s chedulers. LOD identifies 
how much information is known about a model 
element at a given time. This "information richness" 
The Level of Detail of an object is one of the 
mos t important things to communicate 
between a games designer and a modeller, 
as the detail of an object needs to be 
appropriate for the rest of the game, or it 
wi l l risk looking out of place, or negatively 
affect performance. Some games have 
mul tiple LoD versions of models that can be
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
14 
grows as the project comes closer to breaking 
ground.’ 
http://www.vicosoftware.com/BIM-Level-of- 
Deta il/tabid/89638/ 
toggled in an options menu, to improve 
performance. 
Examples of the usage of LoD, using several 
vers ions of a barrel. From left to right, is the 
highest level of detail model to the lowest. 
Animation ‘The animator uses a computer to generate a 
sequence of s till images, that give the i llusion of 
motion through three dimensional space when you 
play them. 
You require a 3D animation software, such as 3DMax 
or Maya, and a good computer. 
Instead of drawing every detail in the frame by hand, 
you draw every frame using a computer! The 
animator gives the software a s et of parameters that 
des cribes how the elements should look and move, 
something along the lines of: 
"At frame #1 (a point in time) place the ball at 
coordinates X1,Y1,Z1 (a point in space)." 
"At frame #25 (1 second later) place the ball at 
coordinates X2,Y2,Z2 (a second point in space)." 
http://www.the-flying-animator.com/how-does-computer- 
animation-work.html 
Any object that is intended to move using i ts 
own properties and scripts will need 
animations to make its movements appear 
feasible to the player. There are many 
methods of creating animations and applying 
them to objects, but the most important 
thing to consider when creating an animation 
i s how i t appears in real-time. 
Sprite ‘Spri tes are 2D bitmaps that are drawn directly to a 
render target without using the pipeline for 
trans formations, lighting or effects. Sprites are 
commonly used to display information such as health 
bars , number of lives, or text such as scores. Some 
games, especially older games, are composed entirely 
of s pri tes.’ 
http://msdn.microsoft.com/en-gb/ 
l ibrary/bb203919.aspx 
Sprites are the vi sual element of a 2d game 
engine (similar to how models are the visual 
element of a 3d game engine), although they 
can be applied to 3d games via ui elements. 
Unl ike models, sprites are not a consistent 
element that i s modified directly to create 
movement, but instead the sprite is replaced 
in each frame of movement by another 
spri te attached to the same object for each 
frame of animation of the object.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
15 
Scene ‘A s cene graph is a tree s tructure that tries to 
s tructure the objects in a scene accordingly to 
trans formations, textures, materials and much more 
instead of just the geometrical representation of 
objects l ike for example a quadtree does. All games 
does contain a scene graph in some way, in the most 
s imple form it could just be a root node and all other 
re nde red objects as child nodes to the root node.’ 
http://www.gamerendering.com/category/scene-management/ 
Scenes are the method by which a game has 
i ts locations and levels separate from each 
other, with their own assets such as models, 
textures, particles and scripts. Using this 
method means that the game engine has less 
information to load when the player enters 
each particular scene of the game. 
Library 
‘In computing, a library i s a collection of s imilar 
objects that are stored for occasional use - most 
frequently, programs in source code or object 
codeform, data files, scripts, templates, fonts, and 
phys ical storage units such as tape cartridges. Here 
are some common types of libraries. 
1) A program library is a collection of (usually) 
precompiled, reusable programming routines that a 
programmer can "call" when writing code so that the 
programmer doesn't have to write i t. A dynamic l ink 
l ibrary (DLL) is one type of program library. Another 
type of program library is a class library, whose 
s tored routines are class definitions in object-oriented 
programming (OOP). Graphical user 
interface (GUI) components such as scroll bars, 
buttons, and windowing routines are generally s tored 
in a class library. 
2) A s torage library i s a collection of physical storage 
media such as tapes or disks and a way to access 
them. A tape l ibrary, for example, contains tape 
cartridges and a mechanism that moves them into 
and out of the drive(s) where their content is read or 
Libraries are commonly associated with the 
s cripting elements of game engines, such as 
the us e of Java or C# s cripts. These l ibraries 
speed up development by containing 
information or routines that the developer 
may not necessarily be inclined to create or 
program themselves, and instead may make 
use of libraries to bring up code elements 
from s torage to use for a particular script or 
enti ty property.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
16 
updated. 
3) A data library i s the area of a data center (a 
centralized area housing computer systems and 
equipment) where storage media are archived.Online 
service providers also sometimes refer to 
a di rectory on a server containing files for 
downloading a s a data library.’ 
http://searchsqlserver.techtarget.com/definition/libr 
ary 
UI ‘The way a person interacts with a computer, tablet, 
smartphone or other electronic device. The user 
interface (UI) comprises the screen menus and icons, 
keyboard shortcuts, mouse and gesture movements, 
command language and online help, as well as 
phys ical buttons, dials and levers. Also included are 
al l input devices, such as a mouse, keyboard, touch 
s creen, remote control and game controller.’ 
http://www.pcmag.com/encyclopedia/term/53558/u 
ser-interface 
User interfaces are important for allowing 
the player to even play the game, as without 
a medium between the players control 
sys tems (such as a gamepad or a mouse) and 
the game engine there is no way of actually 
control ling the game. UI elements are also a 
useful way of communicating arbitrary 
information to the player, such as tutorials or 
the health bar. 
Frames ‘One of the most common benchmarks used in 
measuring graphics performance of video game is the 
game's frame rate or frames per second. Frame rates 
in a video game reflect how often an image in the 
game is refreshed to produce or give impression of 
motion and i s typically measured in frames per 
second or FPS. There are many different factors that 
go into determining a game's frame rate, but the 
result of a low frame rate is is often the same, 
choppy, jumpy movement or frozen screens that 
make it difficult to interact with a game. ‘ 
http://compactiongames.about.com/od/Overclockin 
g-and-Performance/a/Understanding-And- 
Optimizing-Video-Game-Frame-Rates.htm 
Frames are the individual renders that the 
console makes of the game based on 
information relevant to the player, such as 
where they are looking in game. The 
amounts of frames that occur in a given time 
frame are the most commonly used method 
of measuring the performance of a game. 
Fra me s don’t just affect the visual flow of 
animation in games, but also the gameplay 
aspect, as each frame also represents an 
individual moment where the engine i s 
capable of inputting an action from the 
player, so the ability of the player to react to 
game events is directly l inked (for example, a 
game with an fps count of 30 has 30
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
17 
opportunities per second to input a 
command). 
Concept ‘Every video game s tarts as a concept. FromSuper 
Mario Bros. to Half-Life, al l of the world’s most 
successful games started as pen-and-paper ideas. 
Before you can s tart designing levels, you need to 
prepare a rough concept for your game. 
The type of conce pt you’l l need to pre pare depends 
on the type of vi de o ga me you’re i nterested in 
developing. A large-scale RPG requires a lot more 
planning than a basic side-scrolling arcade game or 
a s implistic multiplayer fi rst person shooter. 
Think of your concept as a one-page description of 
your game. Your concept should outline the type of 
ga me you’re creating, i ts s tory, what s ets i t apart 
from games that are already available, and the type 
of audience that will enjoy i t.‘ 
https ://www.udemy.com/blog/make-a-video-game/ 
Al l games are created from a concept, as all 
concepts are the ideas that influence what 
the developer does with the game and how it 
makes i t. Concepts are the fi rst s tage of 
de ve lopment of any ga me and it’s ve ry 
important to have strong concepts, because 
i t i s likely that without a s trong concept the 
game will either fail or not start production 
at al l (this is especially true of larger 
companies that need to ensure that 
investors in their company are happy and 
reassured about their investments). 
Event ‘GameMaker uses what i s called an event driven 
approach. This works as follows. Whenever 
something happens in the game the instances of the 
objects get events (kind of messages telling that 
something has happened). The instances can then 
react to these messages by executing certain actions. 
For each object you must indicate to which events it 
responds and what actions it must perform when the 
event occurs. This may sound complicated but is 
actually very easy. First of all, for most events the 
object does not have to do anything. For the events 
where something must be done you can use a very 
s imple drag-and-drop approach to indicate the 
actions. 
In the middle of the object property form there is a 
l i st of events to which the object must react. Initially 
‘Eve nts ’ as a term used i n game e ngines is a 
specialised term used specifically in the 
Game Maker program. In this case, an event 
i s an arbitrary occurrence that is recognised 
by the game engine, and based on how 
objects in the game are manipulated by the 
developer, may cause other actions to occur 
in the game world.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
18 
i t i s empty. You can add events to i t by pressing the 
button labeled Add Event. A form wi ll appear with all 
di fferent types of events. Here you select the event 
you want to add. Sometimes a menu pops up with 
extra choices. For example, for the keyboard event 
you mus t s elect the key. ‘ 
http://gamemaker.info/en/manual/111_00 
_events 
Pathfinding ‘Pathfinding is a complex process that we can split 
down into three components: the spacial 
representation, the goal estimation and the agent. 
The spacial representation, also known as the graph, 
i s a means to describe a network of inter-connected 
walkable zones (roads, floors, …). The goal 
es timation, known as anheuristic, is a general 
representation to where might be the goal. This is a 
mere estimation that i s needed to speed things up. 
Finally, the agent is the one responsible to actually 
searching through the spacial representation based 
on the goal estimation.’ 
http://mgrenier.me/2011/06/pathfinding-concept-the- 
basics/ 
Pathfinding is relevant in games that feature 
independent npcs that move around in the 
game world. Pathfinding allows entities 
attempting to move from one location to 
another to be directed around obstacles via a 
series of points that are defined by a graph.

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  • 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 ‘Sales promotion method that (1) shows the performance of a product in actual use conditions, or (2) encourages trial purchase and use of the product for evaluation by the customer.’ http://www.businessdictionary.com/definition/demo ns tration.html ‘It i s sample code/graphics/audio that demonstrates key elements of the proposed game. Depending on the genre of the game this could be an entire game level or part of one (FPS), a single race track with a coupl e of cars (racing) or a few locations/rooms with puzzles (point and click adventure game).’ http://www.obscure.co.uk/articles-2/preparing-a-game- demo/ Demos are very important in production practice as i t is what i s used to display the qualities of the product to a party that is not di rectly privy to the production of the game i ts elf. When showing a game to a third party, the s implest way to communicate the deta ils of a games design and content is to show them directly. Demos may also be used as a way to di rectly tes t a section of a game for bugs, although for thi s purpose open betas are more common. Demos used to be commonly distributed by compa nies via ‘demo discs’ that would be included with video games magazines.
  • 2. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 2 Beta ‘A beta test refers to the distribution of pre-release game software to a s elect group of people so that they can test the game in their own homes. The beta vers ion of a game is as close to perfect as the company can make i t, but any bugs, glitches or other i s sues discovered in beta testing will usually be a ddressed before the game's official release.’ http://www.techopedia.com/d efinition/27136/beta-test-gaming The term beta refers to a part of a games development where it is considered feature compl ete, but i t still may contain bugs and gl i tches. The testing aspect of a beta is important in order to find and remove as many unwanted bugs as possible and fix any mi s takes in any aspect of the games levels, game features or UI to reduce the chances of an unintended negative experience for the player. During the battlefield 3 public beta test, a gl i tch was discovered that caused the models of the players to grow in size randomly, this was fixed in the release of the games.
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 Alpha ‘Borrowed from traditional (i.e. non-games) software development, Alpha designates a key stage in a game's development. The definition of Alpha for traditional software is, according to Wikipedia: Alpha software can be unstable and could cause crashes or data loss. [...] The alpha phase usually ends with a feature freeze, indicating that no more features will be added to the software. At this time, the software is said to be feature complete. In game development, the definition is a bit more blurry. Yes, the exact definition of an Alpha may (and often will) vary from one developer to another, and also from one publisher to another. The Alpha build being a key deliverable when you've got a publisher deal, you better be crystal clear with the publisher about what needs to be implemented in that build. This will avoid any surprises. A game's Alpha build usually complies with the following points:  The game is playable from start to finish.  All the game's features are implemented to at least first pass quality.  Some art may still be place holder.  Crashing bugs may be present. The important thing after is that after the Alpha build has been approved, the developers should stop adding features. However that's theory, and as projects tend to be late, Alphas are usually not what they should be. As such, feature implementation might still happen after the delivery of the Alpha.’ http://technicalgamedesign.blogspot.co.uk/2011/04/ alpha.html Although video game alphas are somewhat inconsistent in their definition, alphas are i mportant to a game’s development, as it i s the fi rst intermittent stage between conception and release of the game where the ga me is considered to be ‘playa ble’ and therefore all progress to the game is added to and built upon from this s tage. Priori ties in this s tage include thorough tes ting and improving game s tability, features and mechanics, and removing particularly major bugs and glitches that hamper gameplay considerably (e.g. bugs that impede progress, crashes, etc.). DayZ as a standalone game was released on Stea mworks as a n ‘early a ccess’ title as a n open alpha 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 Pre-Alpha ‘Pre-Alpha i s a standard term to denote a number of interim milestones between prototyping and alpha, each of which includes new functionality and/or game content. Pre-alphas often mandate incremented improvements on a number of parallel areas in a project, but rarely expect any one of those areas to be complete. The exact content of each pre-alpha is often an ongoing discussion between producers on the team and those at the publisher. Pre-alphas are usually followed by alpha, beta, release candidate and gold master milestones.’ http://www.whatgamesare.com/pre-alpha.html Pre-Alphas give developers the opportunity to increment their designs, giving them a greater ability to observe and test individual mechanics and game elements to ensure that they are implemented into the game as intended. Thi s pre alpha gameplay of ‘The Ave ngers’ was used as a reveal trailer for the game whi le i t was in development. Gold ‘The term "release to manufacturing", al so known as "going gold", i s a term used when a software product i s ready to be delivered or provided to the customer. Thi s build may be digitally signed, allowing the end user to verify the integrity and authenticity of the software purchase. A copy of the RTM build known as the "gold master" or GM i s sent for mass duplication. RTM precedes general availability (GA), when the product i s released to the public.’ http://en.wikipedia.org/wiki/Software_release_life_c ycle#Release_candidate Whe n a game has ‘Gone Gold’ this means that the game is now considered suitable for release, and therefore means that the developer is internally confident that it has s ucce ssfully completed i ts game’s features and removed the vast majority of bugs and gl i tches in game. It may be considered to be the final s tage of the primary development of the game (further support may later be included such as game updates and downloadable content release).
  • 5. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 5 Debug ‘De bugging is the routine process of l ocating 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 s e t s pecifications.’ http://www.techopedia.com/definition/16373/debu gging Games often have debug modes included in the code at some point, even up to and including release versions of the game. This i s useful for a production process because it al lows a developer to instantly interface with code from within the game to investigate and remove bugs without being constrained by the l imitations that the player of the final vers ion. Thi s is an image of the debugging console of The Legend of Zelda: Wind Waker, accessed via outside software. Automation ‘Automation enables an application's command operations to be manipulated from outside that application. The Cl ient for Windows provides automation objects that can be manipulated from programs built using programming environments such as Microsoft Visual Basic (Version 3.0 or above), Microsoft Visual C++, and Sybase PowerBuilder. Important: The Cl ient for Windows OLE APIs are tes ted using Microsoft Visual Basic and Microsoft Vi sual C++ and the examples in this document are Vi sual Basic and Visual C++ language examples. You can us e other languages but the syntax and techniques will differ. Check your language documentation for OLE automation implementation specifics for your environment. To manipulate the Cl ient for Windows objects, you need to know the properties and methods for each obje ct.’ http://publib.boulder.ibm.com/infocenter/cmx/v8r3 m0/index.jsp?topic=%2Fcom.ibm.cliwin.doc%2Fdcmp o012.htm Automation allows for easier preliminary tes ting of game software, and can mean that a developer can detect bugs and glitches via obvious errors and breaks in the game code that occur during an automated test. Automation does not necessarily allow for tes ting extensive enough to detect certain bugs and glitches that can occur in-game, such as clipping through parts of the map, so human testers will s till be needed to more deeply experiment with faults in the game software.
  • 6. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 6 White-Box Testing ‘White Box Testing (al so known as Clear Box Testing, Open Box Testing, Glass Box Testing, Transparent Box Tes ting, Code-Based Testing or Structural Testing) is a software testing method in which the internal s tructure/design/implementation of the item being tes ted is known to the tester. The tester chooses inputs to exercise paths through the code and determines the appropriate outputs. Programming know-how and the implementation knowledge is es sential. White box testing is testing beyond the user interface and into the nitty-gritty of a system.’ http://www.webopedia.com/TERM/W/White_Box_T es ting.html Because White Box Testing involves a savvy development member, i t has the advantage of the tester being able to recognise how the game functions, and therefore is more likely to understand the underlying cause of a bug or gl i tch that occurs during testing, and i s capable of resolving the i ssue themselves. Bug ‘In several usages in information technology, a glitch (pronounced GLIHTCH ) is a sudden break in function or continuity, sometimes of a transient nature, with a varying degree of seriousness.’ ‘ In a computer program, a glitch can be a bug that i sn't encountered very often, resulting in a problem that sometimes goes away because next time the combi nation of e vents i s different.’ http://whatis.techtarget.com/definition/glitch Bugs are an unwanted, but to a degree i ne vitable part of any ga me’s development process, where elements of the game code may s top functioning as intended, or may negatively affect gameplay. Generally speaking, the larger the s cope of the game being developed, the more bugs are likely to occur, and extensive testing has to be done by the developer to ensure that as few bugs as possible exist in the final version of the game (in particular, bugs that impede progress of the game). In Heavy Rain, there was a prompt that al lowed you to call out for another character in the game. A glitch allowed you to activate the prompt during the in game cutscenes.
  • 7. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 7 GAME ENGINES GAME ENGINES Vertex Shader ‘A ve rtex s hader i s a graphics processing function used to add special effects to objects in a 3D envi ronment by performing mathematical operations on the objects' vertex data. Each vertex can be defined by many different variables. For instance, a vertex i s always defined by i ts location in a 3D envi ronment using the x-, y-, and z- coordinates.’ http://www.nvidia.co.uk/object/feature_vertexshade r.html Vertex shaders give a game developer the abi lity to add a large variety of vi sual effects, which are directly applied to objects. This is useful in expanding the creative freedom of the designer, and giving an opportunity for the game to have a more distinctive vi sual s tyle. In thi s image, OpenGL is transforming an rendering an teapot via a vertex shader pipeline. Pixel Shader ‘A Pi xe l Shader is a graphics function that calculates effects on a per-pixel basis. Depending on resolution, in excess of 2 mi llion pixels may need to be rendered, l i t, shaded, and colored for each frame, at 60 frames per second.’ http://www.nvidia.co.uk/object/feature_pixelshader. html Per i ts namesake a pixel shader renders the in-game environment pixel by pixel, which grants the pixel shader the ability to be used in 3d model based games and sprite based 2d games, the latter being unable to be rendered by a vertex shader due to a lack of vertices. Thi s image is comparing visual fidelity of a render between different pixel shader configurations. Post Processing ‘A pos t-processing effect is an effect that you want to apply to the entire window after you have drawn the enti re s cene. For instance, a common post-processing effect i s to make your scene black and white, give it a sepia tone to look l ike an old photograph, or blur the s cre e n or to cre ate a bloom effect.’ http://rbwhitaker.wikidot.com/post-processing-effects Pos t processing effects are used to add visual fl a ir to a vi deo game’s visuals. There are a wide variety of post processing effects and they are often used in tandem for specific purposes (for example, depth of field and motion blur are often used to create a more realistic environment, while bloom is used to cre a te a more ‘ci nematic’ vi sual style). Thi s is a comparison of two views in the free to play MMO World of Tanks, showing a view through a scope, one with a post processing effect (depth of field) and one without.
  • 8. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 8 Rendering ‘There are two major types of rendering, their chief di fference being the speed at which images are computed and finalized. Real-Time Rendering: Real-Time Rendering i s used most prominently in gaming and interactive graphics, where images must be computed from 3D information at an incredibly rapid pace. Offline or Pre-Rendering: Offl ine rendering is used in situations where speed is less of an issue, with calculations typically performed using multi-core CPUs rather than dedicated graphics hardware.’ http://3d.about.com/od/3d-101-The- Bas ics/a/Rendering-Finalizing-The-3d-Image.htm Rendering is a core element of any game, as i t i s the process that provides a vi sual element to the game, allowing any sort of human-computer interaction to occur. In video games, any gameplay i s rendered in real -time, because in each frame what the player sees i s determined by what the player inputs into the system, such as camera control s, or an action key. Some cut s cenes are also real-time rendered (also called in-engine cut scenes). Pre-renders are used almost exclusively for ‘ci nematic’ cut s cenes, which depict events that occur within the continuity of the game that the player does not interact with. Thi s picture shows two pre-renders of a car model made in a modelling animation and rendering software program called 3DS Max. One i s of the base model, and the other is of the model with textures and normal maps applied. Normal Map ‘A normal map is a way of adding high-resolution deta il to a game ready (low resolution) model, without drastically affecting the game's performance. Normal maps are applied to an object exactly the same way that you'd apply a two-dimensional diffuse (color) map to your model, however instead of conta ining simple color information a normal map is conta ins information that can accurately describes the surface slope of a 3D model with millions of polygons. Tha t “s lope information” i s cleve rly s tored i n each of the normal map's three color channels (R,G,B), which, when translated at render time, will tell the game-e ngi ne which dire ction a ny give n face i s “pointing” in 3D space. Directionality is determined according to the surface normal of a face, which i s a term you may have heard in high-school geometry. (In case you've forgotten, the term surface normal refers to the di rectional vector that is perpendicular to any Normal maps are useful for adding vi sual deta il to objects without greatly affecting performance; otherwise, adding details to a model would involve increasing the number of vertices on the model and manipulating the xyz coordinates of the points. Therefore, when the object would be rendered in game, the engine needs to calculate the placement of vi sual objects and textures based on a greater number of coordinates, increasing how long it takes to render. A demonstration image showing the di fference between various states of a 3d model of a head – from l eft to right, a low poly vers ion, a high poly version, and a low poly vers ion with a normal map applied).
  • 9. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 9 geometric surface.’ http://3d.about.com/od/3d-101-The- Bas ics/tp/Current-Gen-Gameart-Workflow-What-Is- Normal-Mapping.htm Entity ‘In programming, engineering, and probably many other contexts, the word is used to identify units, whether concrete things or abstract ideas, that have no ready name or label. In some usages, an entity i s close in meaning to object as it is used in object-oriented programming . ‘ http://whatis.techtarget.com/definition/entity Enti ties are the base of each individual in ga me ‘object’ (such as non-player characters, projectiles, and physical objects such as boxes ) that are assigned properties by the developer in the game engine. This is important in games, as it allows for individual ‘obje cts’ to function consistently i n ga me, and for each object to be able to behave relative to each other. UV Map ‘In cas e you're wondering, UV mapping stands for the technique used to "wrap" a 2D image texture onto a 3D mesh. "U" and "V" are the name of the axes of a plane, since "X", "Y" and "Z" are used for the coordinates in the 3D space. For example: increasing your "V" on a sphere might move you along a longitude l ine (north or south), while increasing your "U" might move you along a line of latitude (east or wes t). Another explanation can be gleaned from the Blender manual. Imagine a paper 3D model of an object, e.g. a sphere, that i s to be laid flat on a table. Each of the 3D coordinates of the sphere can be mapped to the 2D coordinate on the flat piece of paper. Blender provides another view of the vertices (coordinates) in the UV/Image Editor. You can select and edit these 2D vertices just l ike in the 3D Editor window. The purpose of this unwrapping of the coordinates is just to map these coordinates to images/pictures so that the 3D image can have a realistic looking surface with textures derived from UV maps are a useful tool for making objects appear much more detailed than they actually are (the detail coming from additional vertices added to and manipulated on the model). By using UV maps on models, a developer can give those models any des ired s tyle or appearance without sacrificing performance, as the more ‘actual’ deta il is added to an object by the vertices, the more points that an engine has to calculate to render the object in real time. An image showcasing the application of a UV map to a model. The UV is in the lower right corner, and the green lines show how the application of the UV map to model is affect by the shape of the model.
  • 10. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 10 thes e images.’ http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_ Pro/UV_Map_Basics Procedural Texture ‘When someone thinks of a texture, they probably think of an image used to 'paint' a model in order to give i t a certain appearance. This refers to bitmapped textures, because the texture is made of pixels from an actual bitmap image. These can be very realistic, especially i f taken from photographs of actual surfaces. However, one major restriction applies to bitmapped textures: a bitmapped texture has a fixed amount of detail. It cannot be scaled larger without looking softer, i t will never yi eld any more detail than what i s already captured in the pixels. Procedural textures take an entirely different approach. Instead of creating an image by defining a large, unchanging block of pixels, procedurals create the texture from the ground up. This is where the term 'procedural' comes from. The texture is defined only by the procedure needed to create it. You only need to give the computer a (relatively) small formula, instead of a huge block of pixels. With this formula, the computer is able to create the texture at any s cale, in any orientation, extending as far as you need.’ http://www.upvector.com/?section=Tutorials&subse ction=Intro%20to%20Procedural%20Textures Procedural textures are common in modelling and mapping software, as they are versatile for many objects. The advantage of procedural textures is that they do not need to be created exactly to the s ize and shape of the model that they are applied to, which is especially useful for models that are liable to be modified and edited at any point, since the texture is calculated by the dimensions of the model. Thi s image is showing a variety of simple shapes with procedural textures applied to them; in this case they are all using similar wood-based procedural textures. This showcases how the textures use formulas to calculate how the texture will apply to the surface of the model.
  • 11. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 11 Physics ‘A physics engine i s general used to describe a software program that is used to simulate physical phenomena. One of the first uses of a physics engine was for simulating where artillery shells would land based on their weight, force behind the firing of the shells, and angle of the firing. Since then, it has also been used to help in the design of aircraft and watercraft, as well as vehicles. A phys ics engine is also used in computer video games for s imulating various actions and reactions in the game. Unlike physics engines used for vehicle and ai rcraft design, however, the physic engines in video games are used for more real time s imulations instead of replicating physics encountered in the real world. In other words, video games aren't concerned with real-life simulations as much as they are about being perceptually correct. In first person shooter games, this can lead to cases where a player is shot in the leg and dies, instead of just being injured. A phys ics engine is designed to simulate the perception of shooting and killing a target, not so much in where the ta rget is hit or if it was a mortal wound or just a flesh wound.’ http://www.computerhope.com/jargon/p/physics-engine. htm Phys ics are one of the most important elements of any 3d game (and a good number of 2d games). Physics engines in games are necessary to give the world bel ievable interactions between the game world, the player, and objects in game. Understanding the way that physics interact i s vi tal in the designing stage of games, as the developer always wants to avoid making progress impossible for the player, which can happen in particular when the game features puzzles involving objects affected by physics. Thi s is a demonstration of a physics engine in action, based on a pyramid of stacked boxes. One of the boxes near the base is removed, caus ing the above boxes to fall and collide with each other. Collision ‘With the advent of 3D technologies in the past several years, programmers have made radical changes in how they program applications, especially when regarding computer games. Collision detection i s an essential part in 3D games. It ensures that the game physics are relatively realistic, so that an object does not cut through other objects or hovers when it should fall. How well a game can detect collisions is an integral part of the believability and enjoyment of the game. A poorly implemented collision detection sys tem can be a bane to a product, whereas an Col l ision can be considered to be an extension of the physics, as they both influences each other. Collision in its most bas ic form ensures that the player character doe s not move ‘through’ objects in the game, the floor, or through other players (in the cas e of some multiplayer games). Col l ision also influences the ways that in game objects with physics properties influence each other. For example, a group of wooden boxes hit by an explosive may
  • 12. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 12 excel lent implementation can produce amazing results. The two main parts in collision detection are detecting whether or not a collision has happened, and i f so, responding to the collision. Discovering if a col l ision has occurred i s the basis of this problem. Whi le responding to the collision is computationally much easier than discovering a collision, it can still pos e several problems in how objects are going to react to each other. In modern computer games, if the character runs into a wall, then the character will either s top or will continue 'sliding' along the wall. However, if this character comes up to a movable box, then the character might s tart pushing the box instead. Or consider a ball bouncing around in a room. The ball is going to behave quite differently than a person walking around in a room. ‘ http://www.edenwaith.com/products/pige/tutorials/ col l ision.php break and fly off in various directions, bouncing off of walls and other objects. Thi s is an image of a collision occurring in engine between two objects, the wall and a model of a truck. The collision interacts with the phys ics engine, causing the truck to be deformed in areas where it has touched the wal l. Lighting ‘Working under the supervision of the lead lighting arti st, this person creates lighting and shading elements within game envi ronments and scenes. Us ing software such as Maya or Lightwave, he or she applies lighting effects to completed envi ronment and character art that is consistent with i llustrated concepts and level designs and ensures consistency acros s all concurrent s cenes. The artist is concerned with matching the lighting to interior environments, noting where the artists have placed objects like lamps, windows, or other sources of illumination. Likewise, for exterior locations, the artist i s cognizant of the time of day within the context of the story, appropriately applying lighting effects to correspond with the position of the sun, moon, or outdoor s ources of light.’ Lighting i s one of the most major aspects of des ign to consider when creating locations and objects in a game. The application of l ighting to an in game location can influence the atmosphere, the believability, and the flow of the game level. Lighting is also used as a gameplay element, as developers can manipulate the location and directions of l ighting elements in game to direct the player to where they can progress. Thi s image shows a number of different l ighting entities that can be used to illuminate 3d renders, including point lights, ball l ights, spotlights, etc.
  • 13. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 13 http://getinmedia.com/careers/lighting-artist ‘In a game design context, s imulated i llumination is embedded in the vocabulary of the 3D modelling software (Maya, 3D Studio Max, etc) used in game production (Manovich, 2001)… ‘Ea ch s oftware product contains algorithms that establish simulated i l lumination. These algorithms have their own set of as sumptions concerning how lighting is established or s imulated, including shadow appearance and colour.’ http://gamestudies.org/0701/articles/elnasr_ niedenthal_knez_almeida_zupko AA – Anti-Aliasing ‘Anti -Aliasing is a method of fooling the eye that a jagged edge is really smooth. Anti-Aliasing is often referred in games and on graphics cards. In games especially the chance to smooth edges of the images goes a long way to creating a realistic 3D image on the s creen. Remember though that Anti-Aliasing does not actually smooth any edges of images it merely fool s the eye. Like a lot of things they are only de s igned to be good e nough’ http://www.pantherproducts.co.uk/index.php?pagei d=antialiasing Anti -aliasing is often an optional element that can be toggled to improve a games graphical fidelity, though they can also dra s tically a ffect a game’s performance. Generally speaking, a developer will want to balance the amount of AA used in a game with i ts performance. An example of anti-aliasing using a text cha ra cter as a n e xample. Where the ‘blocky’ sections of the ‘a’ are visible on the aliased character, there is the anti-aliasing effect applied on the other. LoD – Level of Detail ‘One important component of this "language" is the level of detail -- or the specificity required for a particular element at a particular s tage of the project. The level of detail for a BIM model must correspond to the needs of the modeler, the project engineer, and the estimators and s chedulers. LOD identifies how much information is known about a model element at a given time. This "information richness" The Level of Detail of an object is one of the mos t important things to communicate between a games designer and a modeller, as the detail of an object needs to be appropriate for the rest of the game, or it wi l l risk looking out of place, or negatively affect performance. Some games have mul tiple LoD versions of models that can be
  • 14. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 14 grows as the project comes closer to breaking ground.’ http://www.vicosoftware.com/BIM-Level-of- Deta il/tabid/89638/ toggled in an options menu, to improve performance. Examples of the usage of LoD, using several vers ions of a barrel. From left to right, is the highest level of detail model to the lowest. Animation ‘The animator uses a computer to generate a sequence of s till images, that give the i llusion of motion through three dimensional space when you play them. You require a 3D animation software, such as 3DMax or Maya, and a good computer. Instead of drawing every detail in the frame by hand, you draw every frame using a computer! The animator gives the software a s et of parameters that des cribes how the elements should look and move, something along the lines of: "At frame #1 (a point in time) place the ball at coordinates X1,Y1,Z1 (a point in space)." "At frame #25 (1 second later) place the ball at coordinates X2,Y2,Z2 (a second point in space)." http://www.the-flying-animator.com/how-does-computer- animation-work.html Any object that is intended to move using i ts own properties and scripts will need animations to make its movements appear feasible to the player. There are many methods of creating animations and applying them to objects, but the most important thing to consider when creating an animation i s how i t appears in real-time. Sprite ‘Spri tes are 2D bitmaps that are drawn directly to a render target without using the pipeline for trans formations, lighting or effects. Sprites are commonly used to display information such as health bars , number of lives, or text such as scores. Some games, especially older games, are composed entirely of s pri tes.’ http://msdn.microsoft.com/en-gb/ l ibrary/bb203919.aspx Sprites are the vi sual element of a 2d game engine (similar to how models are the visual element of a 3d game engine), although they can be applied to 3d games via ui elements. Unl ike models, sprites are not a consistent element that i s modified directly to create movement, but instead the sprite is replaced in each frame of movement by another spri te attached to the same object for each frame of animation of the object.
  • 15. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 15 Scene ‘A s cene graph is a tree s tructure that tries to s tructure the objects in a scene accordingly to trans formations, textures, materials and much more instead of just the geometrical representation of objects l ike for example a quadtree does. All games does contain a scene graph in some way, in the most s imple form it could just be a root node and all other re nde red objects as child nodes to the root node.’ http://www.gamerendering.com/category/scene-management/ Scenes are the method by which a game has i ts locations and levels separate from each other, with their own assets such as models, textures, particles and scripts. Using this method means that the game engine has less information to load when the player enters each particular scene of the game. Library ‘In computing, a library i s a collection of s imilar objects that are stored for occasional use - most frequently, programs in source code or object codeform, data files, scripts, templates, fonts, and phys ical storage units such as tape cartridges. Here are some common types of libraries. 1) A program library is a collection of (usually) precompiled, reusable programming routines that a programmer can "call" when writing code so that the programmer doesn't have to write i t. A dynamic l ink l ibrary (DLL) is one type of program library. Another type of program library is a class library, whose s tored routines are class definitions in object-oriented programming (OOP). Graphical user interface (GUI) components such as scroll bars, buttons, and windowing routines are generally s tored in a class library. 2) A s torage library i s a collection of physical storage media such as tapes or disks and a way to access them. A tape l ibrary, for example, contains tape cartridges and a mechanism that moves them into and out of the drive(s) where their content is read or Libraries are commonly associated with the s cripting elements of game engines, such as the us e of Java or C# s cripts. These l ibraries speed up development by containing information or routines that the developer may not necessarily be inclined to create or program themselves, and instead may make use of libraries to bring up code elements from s torage to use for a particular script or enti ty property.
  • 16. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 16 updated. 3) A data library i s the area of a data center (a centralized area housing computer systems and equipment) where storage media are archived.Online service providers also sometimes refer to a di rectory on a server containing files for downloading a s a data library.’ http://searchsqlserver.techtarget.com/definition/libr ary UI ‘The way a person interacts with a computer, tablet, smartphone or other electronic device. The user interface (UI) comprises the screen menus and icons, keyboard shortcuts, mouse and gesture movements, command language and online help, as well as phys ical buttons, dials and levers. Also included are al l input devices, such as a mouse, keyboard, touch s creen, remote control and game controller.’ http://www.pcmag.com/encyclopedia/term/53558/u ser-interface User interfaces are important for allowing the player to even play the game, as without a medium between the players control sys tems (such as a gamepad or a mouse) and the game engine there is no way of actually control ling the game. UI elements are also a useful way of communicating arbitrary information to the player, such as tutorials or the health bar. Frames ‘One of the most common benchmarks used in measuring graphics performance of video game is the game's frame rate or frames per second. Frame rates in a video game reflect how often an image in the game is refreshed to produce or give impression of motion and i s typically measured in frames per second or FPS. There are many different factors that go into determining a game's frame rate, but the result of a low frame rate is is often the same, choppy, jumpy movement or frozen screens that make it difficult to interact with a game. ‘ http://compactiongames.about.com/od/Overclockin g-and-Performance/a/Understanding-And- Optimizing-Video-Game-Frame-Rates.htm Frames are the individual renders that the console makes of the game based on information relevant to the player, such as where they are looking in game. The amounts of frames that occur in a given time frame are the most commonly used method of measuring the performance of a game. Fra me s don’t just affect the visual flow of animation in games, but also the gameplay aspect, as each frame also represents an individual moment where the engine i s capable of inputting an action from the player, so the ability of the player to react to game events is directly l inked (for example, a game with an fps count of 30 has 30
  • 17. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 17 opportunities per second to input a command). Concept ‘Every video game s tarts as a concept. FromSuper Mario Bros. to Half-Life, al l of the world’s most successful games started as pen-and-paper ideas. Before you can s tart designing levels, you need to prepare a rough concept for your game. The type of conce pt you’l l need to pre pare depends on the type of vi de o ga me you’re i nterested in developing. A large-scale RPG requires a lot more planning than a basic side-scrolling arcade game or a s implistic multiplayer fi rst person shooter. Think of your concept as a one-page description of your game. Your concept should outline the type of ga me you’re creating, i ts s tory, what s ets i t apart from games that are already available, and the type of audience that will enjoy i t.‘ https ://www.udemy.com/blog/make-a-video-game/ Al l games are created from a concept, as all concepts are the ideas that influence what the developer does with the game and how it makes i t. Concepts are the fi rst s tage of de ve lopment of any ga me and it’s ve ry important to have strong concepts, because i t i s likely that without a s trong concept the game will either fail or not start production at al l (this is especially true of larger companies that need to ensure that investors in their company are happy and reassured about their investments). Event ‘GameMaker uses what i s called an event driven approach. This works as follows. Whenever something happens in the game the instances of the objects get events (kind of messages telling that something has happened). The instances can then react to these messages by executing certain actions. For each object you must indicate to which events it responds and what actions it must perform when the event occurs. This may sound complicated but is actually very easy. First of all, for most events the object does not have to do anything. For the events where something must be done you can use a very s imple drag-and-drop approach to indicate the actions. In the middle of the object property form there is a l i st of events to which the object must react. Initially ‘Eve nts ’ as a term used i n game e ngines is a specialised term used specifically in the Game Maker program. In this case, an event i s an arbitrary occurrence that is recognised by the game engine, and based on how objects in the game are manipulated by the developer, may cause other actions to occur in the game world.
  • 18. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 18 i t i s empty. You can add events to i t by pressing the button labeled Add Event. A form wi ll appear with all di fferent types of events. Here you select the event you want to add. Sometimes a menu pops up with extra choices. For example, for the keyboard event you mus t s elect the key. ‘ http://gamemaker.info/en/manual/111_00 _events Pathfinding ‘Pathfinding is a complex process that we can split down into three components: the spacial representation, the goal estimation and the agent. The spacial representation, also known as the graph, i s a means to describe a network of inter-connected walkable zones (roads, floors, …). The goal es timation, known as anheuristic, is a general representation to where might be the goal. This is a mere estimation that i s needed to speed things up. Finally, the agent is the one responsible to actually searching through the spacial representation based on the goal estimation.’ http://mgrenier.me/2011/06/pathfinding-concept-the- basics/ Pathfinding is relevant in games that feature independent npcs that move around in the game world. Pathfinding allows entities attempting to move from one location to another to be directed around obstacles via a series of points that are defined by a graph.