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 A demonstration of a product or technique.
http://www.oxforddictionaries.com/definition/english/demo
A demo of a creation in a game
engine would be used to show off
something you have created in form
of a short video or a shortened
vers ion of a game itself.
Beta When referring to game engines and the gaming industry, a
beta is the s tage of a game where some of the public can
play i t and report any problems before the production of a
game is finalised and distributed to the public.
In my own production practice, if I
was creating a large game where I
might suspect some i ssues that I
might have missed, I would offer it as
a beta to selected people of the
public so they can report back any
i s sues that I can resolve I the
product.
2. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
2
Alpha Alpha is the s tage of the game when there is still much work
to be done, the creators of the game will still be making
alterations and testing out the game itself.
I would carry out the Alpha stage
myself i f I was still in the production
process of the game and wanted to
tes t certain aspects of the game out.
Pre-Alpha Pre-Alpha is the s tage of the creation of the game where
there i s still a vast amount of work to be done in order to
enter the further stages of the process, access to game
content would be greatly restricted at this point.
Thi s stage would be carried out
by mysel f when I am creating all
aspects of the game before
going on to the later s tages.
Gold Gold is when a game is ready to be distributed after the
production process if finished.
Thi s term would be used to
des cribe my product when the
production process is complete
and my finished product is
ready to be distributed.
3. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
3
Debug To detect and remove defects or errors from.
Computers.
To detect and remove errors from a computer program.
http://dictionary.reference.com/browse/debug
I would use the debugging
process in order to identify any
errors unidentified by mys elf in
order for the finished product
to run smoothly with no error.
Automation Automatically controlled operation of an apparatus, process,
or sys tem by mechanical or electronic devices that take the
place of human labour.
Automation would be s et in
place in processes such as when
an action leads to cause an
event or change of event.
White-Box
Testing
White Box Testing (also known as Clear Box Testing, Open
Box Tes ting, Glass Box Testing, Transparent Box Testing,
Code-Based Testing or Structural Testing) is a software
tes ting method in which the internal
s tructure/design/implementation of the item being tested i s
known to the tester.
http://softwaretestingfundamentals.com/white-box-testing/
I would carry out this process I
order to make sure aspects of
the game are running properly
and appropriately.
4. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
4
Bug A bug i s something that happens In the game that Is not
supposed to happen and if identified i s usually fixed by the
game developers.
In my own production process I
would have to fix any bugs in e
game in order for i t to run
properly without error.
GAME
ENGINES
Vertex Shader The vertex shader i s used to transform the attributes of
vertices (points of a triangle) such as colour, texture, position
and direction from the original colour space to the display
space. It allows the original objects to be distorted or
reshaped in any manner.
http://www.pcmag.com/encyclopedia/term/53754/vertex-shader
I would use the vertex shading
process to alter aspects of the
game to make them optimal.
5. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
5
GAME
ENGINES
Pixel Shader The pixel shader is another programmable function that
al lows flexibility in shading an individual pixel. Whereas
vertex shaders can be used to completely transform the
shape of an object, pixel shaders are used to change the
appearance of the pixels.
http://www.pcmag.com/encyclopedia/term/53754/vertex-shader
I would use pixel shaders to
make the appearance of aspects
of the game appropriate and
optimal.
Post Processing Proces sing after other processes have been completed.
http://www.yourdictionary.com/post-processing
Proces sing of all aspects of the
game typically when loading.
Rendering Rendering is the process in which all assets are implemented
into a game and rendered out to look and act appropriately.
I would use this process in game
engines to ensure aspects such
as 3D models act and look
appropriate.
Normal Map One of the most valuable maps for a 3D artist is the normal
map. Rather than having a colour range of black to white,
l ike a bump map uses, normal maps consist of red, green,
and blue. These RGB values translates to x, y, and z
coordinates, allowing a 2D image to represent depth.
http://gamedevelopment.tutsplus.com/articles/gamedev-glossary-
what-is-a-normal-map--gamedev-3893
I would use normal map to help
to define depth in my game to
make it look of a high quality.
6. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
6
Entity Enti ty Sys tems offer an approach to object design that fits
wel l with games, where requirements and behaviours need
to be tweaked or swapped out constantly. Traditional object
oriented design falls over a little bit in that environment.
http://shaun.boyblack.co.za/blog/2012/08/04/games-and-enti
ty-systems/
I would manipulate entity to
alter behaviours in the game
world I create.
UV Map The term UV map is used to describe a map in which you see
a coloured outline of assets such as meshes in the game
engine windows.
I would use UV maps primarily
when I am trying to make
objects in a game engine
parallel to each other and to
make objects the same size as
others .
Procedural
Texture
A procedural texture is a computer-generated image created
us ing an algorithm intended to create a realistic
representation of natural elements such as wood, marble,
grani te, metal, s tone, 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/Procedural_texture
I would use procedural textures
to create realistic aspects of the
game such as textures for
objects.
7. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
7
Physics The word physics in a game is used to describe things like the
level of gravity in a game.
I would alter this aspect in a
game engine depending on
what type of setting the game I
was creating i s in, i f It was a
game set on a low gravity
planet, te physics would be
altered so the player would
jump higher.
Collision Col l ision is the term used to describe objects that collide in a
game.
I would alter the collision
settings in a game engine if I
wanted certain objects o collide
with each other rather than
pass s traight through each
other.
Lighting The level of l ight implemented into a game. I use lighting In an engine to
help create a more realistic
world by implementing i t
appropriately.
8. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
8
AA – Anti-
Aliasing
Antialiasing. a technique for smoothing out jagged lines in
graphical computer output. In computer graphics, a software
process for removing or reducing the jagged distortions in
curves and diagonal lines so that the lines appear smooth or
smoother.
http://dictionary.reference.com/browse/anti-aliasing
I would use anti-analysing to
smooth out objects and
textures to make them look
more realistic.
LoD – Level of
Detail
Level of detail is a general design term for video game
landscapes in which closer objects are rendered with more
polygons than objects that are farther away. Generally
speaking, the level of detail i s dictated by the game's system
requi rements. Given the power of modern processors, very
l i ttle degradation in the level of detail is noticeable anymore.
http://www.techopedia.com/definition/11791/level-of-deta
il-lod
Level of detail is used in a
created game to determine
what you see more clearly,
depending on what is closer to
you.
Animation Animation is the process which animates inanimate objects.
http://www.techopedia.com/definition/11791/level-of-deta
il-lod
I would primarily use animation
in a game to animate a vast
amount of objects and the
player i tself.
Sprite A computer graphic which may be moved on-screen and
otherwise manipulated as a single entity.
http://www.oxforddictionaries.com/definition/english/sprite
A would mainly use sprites in
2D games.
9. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
9
Scene Part of a play, movie, story, etc., in which a particular action
or activi ty occurs.
http://www.merriam-webster.com/dictionary/scene
Scenes would be used when
separating content in a game by
cut s cenes and gameplay.
Library A l ibrary i s where all files a re kept. I would use a library to s tore all
of my fi les containing game
content and files relevant to the
creation of my game.
UI A user interface, also called a "UI" or s imply an "interface," is
the means in which a person controls a software application
or hardware device. A good user interface provides a "user-friendly"
experience, allowing the user to interact with the
software or hardware in a natural and intuitive way.
http://www.techterms.com/definition/user_interface
I would use a UI in my game so
the us er can easily interact with
the game.
Frames Each frame consists of a number of horizontal scan lines.
Thes e represent the number of s can lines per frame.
http://www.techopedia.com/definition/7297/frames-per-second-
fps
I would alter certain aspects of
the game graphically, in order
to make sure the platform the
game I was creating is intended
for, be able to handle the fps of
the game I create.
10. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
10
Concept The rough ideas and concepts for a project. I would use concept art in the
beginning of pre-production in
order to gather ideas on what
exactly I am going to produce, I
would then use my concept
work as reference in order to
create certain aspects of the
game, such as 3D models and
envi ronments.
Event When a sequence of actions and processes occur. Events would be triggered
throughout games I create in
order to create a smooth flow
throughout a game, as opposed
to random events that are
unintentional and irrelevant to
what should happen.
Pathfinding Pathfinding or pathing is the plotting, by a computer
application, of the shortest route between two points. It is a
more practical variant on solving mazes. This field of
research is based heavily on Dijkstra's algorithm for finding
the shortest path on a weighted graph.
http://en.wikipedia.org/wiki/Pathfinding
I would use pathfinding to save
time by carrying out processes
such as finding the shortest
route between two points.