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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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.

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Y1 gd engine_terminology

  • 1. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 1 Produce a glossary of terms specific to the methods and principles of Video Game Design and Video Game Terms. Using a provided template, you must research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the website you have obtained the definition. You must also, where possible, provide specific details of how researched definitions relate to your own production practice. Name: RESEARCHED DEFINITION (provide short internet researched definition and URL link) DESCRIBE THE RELEVANCE OF THE RESEARCHED TERM TO YOUR OWN PRODUCTION PRACTICE? IMAGE SUPPORT (Provide an image and/or video link of said term being used in a game) VIDEO GAMES / VIDEO GAME TESTING Demo 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.