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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 
GAME 
S / 
VIDEO 
GAME 
TESTI 
NG 
Demo A game demo is a freely distributed piece of an upcoming or 
recently released video game. Demos are typically released 
by the game's publisher to help consumers get a feel of the 
game before deciding whether to buy the full version. 
“http://en.wikipedia.org/wiki/Game_demo” 
A demo is a small playable version of 
the game, this will be to test and 
show the public the game. 
Beta A game demo is a freely distributed piece of an upcoming or recently released 
video game. Demos are typically released by the game's publisher to help 
consumers get a feel of the game before deciding whether to buy the full 
vers ion. 
“http://e n.wikipedia.org/wiki/Game_demo” 
A beta is usually a bigger version then 
a demo, or the same size, that will be 
free to the public, to help test out 
bugs , and show he public the game. 
Beta s are also used as a marketing 
technique, as i f you buy the game, 
you get the beta earlier. 
Alpha It’s not “feature complete”—that i s, some features are missing. This doesn’t 
me a n that those fe atures won’t be there for the final release—they’re just not 
the re ye t. The typi cal re ason for a feature being “cordoned off” like this is that 
the re ’s s omething about it that I know will change, or there’s some bug i n it, 
and I know I’m not going to get va luable feedback on i t because of that. 
“http://www.epictable.com/blog/dev/what-does-alpha-release-mean/” 
An alpha is an uncompleted game 
tha t’s the makers or QA tes ters use 
and play.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
Pre- 
Alpha 
Pre-Alpha is like mega early version of the game, before everything is finalized. 
Beta is when the game is coming along and everything is sort of finalized and 
i t's during a stage when bugs and errors are being ironed out. 
“http://forum.ea.com/eaforum/posts/list/440511.page” 
Pre alpha is the earliest version of the 
game, that is playable to a extent. 
Gold A game has "Gone Gold" when the final master copy has been produced at the 
developer and sent off for replication, packaging and shipment. The game is 
not yet released, but i t will typically be around 2-3 weeks (sometimes less) 
before i t begins appearing on s tore shelves and online pre-orders arriving at 
doorsteps. The term i tself comes from the old practice of recordable CDs 
being manufactured with gold film. Hence the gold colored CD actually being 
the source, with no reference to copies sold as in the recording industry. 
2http://www.urbandictionary.com/define.php?term=Gone%20Gold” 
There are two meanings to this, and 
one i s when the game s ells so many 
copies that is becomes a gold game 
saying it is one of the best the console 
has (or most popular 
https ://twitter.com/xboxuk/status/504212 
103767789568 
Debug A debug menu or debug mode is a user interface implemented in a computer 
program that allows the user to view and/or manipulate the program's 
internal state for the purpose of debugging. Debug menus are used during 
software development for easy testing and are usually made inaccessible or 
otherwise hidden from the end-user. 
“http://en.wikipedia.org/wiki/Debug_menu” 
A debug is something that is run to 
get rid of glitches and bugs. 
Automat 
ion 
Automation or automatic control, is the use of various control systems for 
operating equipment such as machinery, processes in factories, boilers and 
heat treating ovens, switching in telephone networks, s teering and 
s tabilization of ships, aircraft and other applications with minimal or reduced 
human intervention. Some processes have been completely automated. 
The biggest benefit of automation is that i t saves labor, however, i t is also 
used to save energy and materials and to improve quality, accuracy and 
preci sion. 
“http://en.wikipedia.org/wiki/Automation” 
Thi s is automatic control where the 
engine takes care of parts of objects 
and coding automatically.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
White- 
Box 
Testing 
White-box testing (also known as clear box testing, glass box testing, 
transparent box testing, and s tructural testing) is a method of testing software 
that tes ts internal structures or workings of an application, as opposed to its 
functionality (i .e. black-box testing). In white-box testing an internal 
perspective of the system, as well as programming skills, are used to design 
tes t cases. The tester chooses inputs to exercise paths through the code and 
determine the appropriate outputs. This is analogous to testing nodes in a 
ci rcui t, e.g. in-circuit testing (ICT). 
“http://en.wikipedia.org/wiki/White-box_testing” 
White box testing i s you looking in at 
the internal structures of a game, and 
tes ting they work. 
Bug A bug in this sense is an error in the programming of the game. 
“https://answers.yahoo.com/question/index?qid=2011042615303 
8AAZtsRh” 
A bug i s something you want rid of as 
soon as possible in a game; i t could 
crash or ruin gameplay. 
GAME 
ENGIN 
ES 
Vertex 
Shader 
A programmable function in display adapters that offers a graphics application 
programmer flexibility in rendering an image. The vertex shader i s used to 
trans form the attributes of vertices (points of a triangle) such as color, texture, 
pos ition and direction from the original color space to the display space. It 
al lows the original objects to be distorted or reshaped in any manner. 
http://www.pcmag.com/encyclopedia/term/53754/vertex-shader “” 
A vertex shader i s a tool used to 
colour and render objects in a game. 
Pixel 
Shader 
Pixel shaders, also known as fragment shaders, compute color and other 
attributes of each fragment. The simplest kinds of pixel shaders output one 
s creen pixel as a color value; more complex shaders with multiple 
inputs/outputs are also possible. 
http://en.wikipedia.org/wiki/Shader#Pixel_shaders “” 
Pixel shaders are very much like a 
vertex, but are more for closer and 
undetailed s tructures.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
GAME 
ENGIN 
ES 
Post 
Processi 
ng 
The term post-processing (or postproc for short) is used in the video/film 
bus iness for quality-improvement image processing (specifically digital image 
processing) methods used in video playback devices, (such as s tand-alone 
DVD-Video players), and video players software and transcoding software. It is 
al so commonly used in real-time 3D rendering (such as in video games) to add 
additional effects. 
“http://en.wikipedia.org/wiki/Video_post-processing” 
Pos t processing is a method used to 
see if additional effects should be or 
can be added. 
Renderi 
ng 
Rendering is the process of generating an image from a 2D or 3D model (or 
models in what collectively could be called a s cene file), by means of computer 
programs. 
“http://en.wikipedia.org/wiki/Rendering_(computer_graphics)” 
Rendering is a process that turns 
undetailed objects to textured and 
coloured objects, 
Normal 
Map 
In 3D computer graphics, normal mapping, or "Dot3 bump mapping", i s a 
technique used for faking the lighting of bumps and dents – an 
implementation of bump mapping. It is used to add details without using more 
polygons. A common use of this technique is to greatly enhance the 
appearance and details of a low polygon model by generating a normal map 
from a high polygon model or height map. 
“http://en.wikipedia.org/wiki/Normal_mapping” 
A normal map is a technique that is 
used for faking l ights on bumps and 
dents in objects. 
Entity In game development there is a notion of Entity System which is aiming to 
s implify the game loop by gaining a flexible architecture. 
“http://s tackoverflow.com/questions/21221992/entity-systems-in-c” 
An enti ty i s coded programming that 
i s built to s implify tasks. 
UV Map The most flexible way of mapping a 2D texture over a 3D object is a process 
cal led "UV mapping". In this process, you take your three-dimensional (X,Y & 
Z) mesh and unwrap it to a flat two-dimensional (X & Y ... or rather, as we shall 
soon see, "U & V") image. 
“http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV” 
Thi s is used to ad textures usually 
characters) onto their 3D 
counterparts
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
5 
Procedu 
ral 
Texture 
A procedural texture is a computer-generated image created using an 
algorithm intended to create a realistic representation of natural elements 
such as wood, marble, granite, metal, s tone, and others. 
“http://en.wikipedia.org/wiki/Procedural_texture” 
Thi s type of texturing is used to make 
textures more realistic 
Physics Phys ics engine is computer software that provides an approximate simulation 
of certa in physical systems, such as rigid body dynamics (including collision 
detection), soft body dynamics, and fluid dynamics, of use in the domains of 
computer graphics, video games and film. Their main uses are in video games 
(typically as middleware), in which case the s imulations are in real-time. The 
term i s sometimes used more generally to describe any software system for 
s imulating physical phenomena, such as high-performance scientific 
s imulation. 
“http://en.wikipedia.org/wiki/Physics_engine” 
Phys ics are one of the most important 
things in a game and game engine, 
without them. The game will never 
work. 
But some designers use this to their 
advantage, to change gravity or to 
make death defying stunts. 
Collision Objects in games interact with the player, the envi ronment, and each other. 
Typically, most 3D objects in games are represented by two separate meshes 
or shapes. One of these meshes is the highly complex and detailed shape 
vi s ible to the player in the game, such as a vase with elegant curved and 
looping handles. 
“http://en.wikipedia.org/wiki/Physics_engine#Collision_detection” 
Col l ison is the same as in real life 
everything collides. Everything, is 
determined on this, air, water and 
cars . 
Lighting Lighting or i llumination is the deliberate use of light to achieve a practical or 
aesthetic effect. Lighting includes the use of both artificial light sources like 
lamps and light fixtures, as well as natural illumination by capturing daylight. 
Dayl ighting (using windows, skylights, or light shelves) is sometimes used as 
the main source of l ight during daytime in buildings. This can save energy in 
place of using artificial lighting, which represents a major component of 
energy consumption in buildings. Proper l ighting can enhance task 
performance, improve the appearance of an area, or have positive 
psychological effects on occupants. 
“http://en.wikipedia.org/wiki/Lighting” 
Lighting i s important in genres like 
horror. A l ight flickering can make an 
eeri e feel.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
6 
AA – 
Anti- 
Aliasing 
The term Anti-aliasing refers to the level of image quality in 3D graphics. It is a 
vi ta l process in producing high quality graphics that will ultimately be 
di splayed. The main purpose of anti-aliasing is to smooth jagged/stair-cased 
edges (Jaggies) within pixel based images and the flickering/strobing of 
surfaces in an animation; these imperfections are caused by l imited display 
resolution and are known as Aliasing artifacts. 
“https ://docs.google.com/document/d/1epqrHZkudz5X6XRAfpiaRXHpdUv8L0 
b34f6hlYOzNZk/edit?pli=1” 
Anti -aliasing is a code that is run to 
turn textures into more graphical 
realistic or turn them off to become 
more pixelated depending on your 
current PC graphics card. 
LoD – 
Level of 
Detail 
In computer graphics, accounting for level of detail involves decreasing the 
complexity of a 3D object representation as it moves away from the viewer or 
according to other metrics such as object importance, viewpoint-relative 
speed or position. Level of detail techniques increases the efficiency of 
rendering by decreasing the workload on graphics pipeline stages, usually 
vertex transformations. The reduced visual quality of the model is often 
unnoticed because of the small effect on object appearance when distant or 
moving fast. 
“http://en.wikipedia.org/wiki/Level_of_detail” 
A level of design is used to give simple 
items more realistic polygons a round 
object will either be round or a 
hexagon if this is done correctly. 
Animati 
on 
Animation is the process of creating a continuous motion and shape 
change[Note 1] i llusion by means of the rapid display of a sequence of static 
images that minimally differ from each other. The illusion—as in motion 
pictures in general—is thought to rely on the phi phenomenon. Animators are 
arti sts who specialize in the creation of animation. 
“http://en.wikipedia.org/wiki/Animation” 
Animation is where a bunch of frames 
are in a row that a slightly different to 
the next, when played the animation 
wi l l look l ike i t is moving. 
Sprite In computer graphics, a sprite (also known by other names; see Synonyms 
below) is a two-dimensional image or animation that is integrated into a larger 
s cene. Initially including just graphical objects handled separately from the 
memory bitmap of a video display, this now includes various manners of 
graphical overlays. 
“http://en.wikipedia.org/wiki/Sprite_(computer_graphics)b” 
A spri te is a piece of coding that is 
pai red with graphics or an object to 
create a function.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
7 
Scene A cuts cene or event scene (sometimes in-game cinematic or in-game movie) is 
a sequence in a video game over which the player has no or only l imited 
control , breaking up the gameplay and used to advance the plot, strengthen 
the main character's development, introduce characters, and provide 
background information, atmosphere, dialogue, and clues. Cuts cenes often 
feature "on the fly" rendering, using the gameplay graphics to create s cripted 
events. Cuts cenes can also be animated, live action, or pre-rendered 
computer graphics s treamed from a video file. Pre-made videos used in video 
games (either during cutscenes or during the gameplay i tself) are referred to 
as "full motion videos" or "FMVs". Other cutscenes ca n simply just be text 
interludes with speech bubbles over the characters' faces. 
“http://en.wikipedia.org/wiki/Cutscene” 
A s cene is 
Like a cut scene, where the user is 
incapacitated to do anything until i t 
finished (more like a very short movie) 
Library The Lightweight Java Game Library (LWJGL) is an open source Java software 
l ibrary for computer game developers. 
LWJGL exposes high performance cross-platform libraries commonly used in 
developing software games and multimedia titles. It exposes OpenGL (Open 
Graphics Library), OpenAL (Open Audio Library), OpenCL (Open Computing 
Language) and allows access to controllers such as gamepads, s teering wheels 
and joysticks in a platform-neutral way. 
“http://en.wikipedia.org/wiki/Lightweight_Java_Game_Library” 
A l iobary in a game engine is where 
everything is s tored that is being used 
or wi l l be. 
UI The us er interface, in the industrial design field of human–machine 
interaction, i s the space where interactions between humans and machines 
occur. The goal of this interaction i s effective operation and control of the 
machine on the user's end, and feedback from the machine, which aids the 
operator in making operational decisions. Examples of this broad concept of 
user interfaces include the interactive aspects of computer operating systems, 
hand tools, heavy machinery operator controls, and process controls. The 
des ign considerations applicable when creating user interfaces are related to 
or involve such disciplines as ergonomics and psychology. 
“http://en.wikipedia.org/wiki/User_interface” 
A UI i s a user interface and i t is used 
to change human interactions to 
computer codes to play the game and 
the engine. 
Frames Frame rate, also known as frame frequency and frames per second (FPS), is 
the frequency (rate) at which an imaging device produces unique consecutive 
images called frames. The term applies equally well to film and video cameras, 
computer graphics, and motion capture systems. Frame rate is most often 
expressed in frames per second (FPS) and is also expressed in progressive scan 
monitors as hertz (Hz). 
“http://en.wikipedia.org/wiki/Frame_rate” 
Frames are part of an animation that 
the us er sees. The higher the frame 
rate the quicker the screen appears to 
be playing.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
8 
Concept Concept art is a form of illustration used to convey an idea for use in (but not 
l imited to) films, video games, animation, or comic books before it i s put into 
the final product. Concept art i s also referred to as vi sual development and/or 
concept design. This term can also be applied to retail, set, fashion, 
architectural and industrial design. 
“http://en.wikipedia.org/wiki/Concept_art” 
Concept i s mostly the pregame and 
pre-production work that is used to 
plan a games design and interface. 
Event In computing, an event is an action or occurrence detected by the program 
that may be handled by the program. Typically events are handled 
synchronously with the program flow, that is, the program has one or more 
dedicated places where events are handled, frequently an event loop. Typical 
sources of events include the user (who presses a key on the keyboard, in 
other words, through a keystroke). Another source is a hardware device such 
as a timer. Any program can trigger i ts own custom s et of events as well, e.g. 
to communicate the completion of a task. A computer program that changes 
i ts behavior in response to events i s said to be event-driven, often with the 
goal of being interactive. 
“http://en.wikipedia.org/wiki/Event_(computing)” 
An event can be random or set out in 
a s cripted setting, that can be in your 
favour, or a boss fight. 
Pathfind 
ing 
A powerful AI System i s nothing without an intelligent, adaptive, and robust 
pathfinding system to compliment it. Utilizing a plug-in architecture, 
HeroEngine delivers a highly customizable real-time adjustable pathfinding 
solution. Whether you use our turnkey solution, or create your own, the ease 
of us e and flexibility of He roEngine’s pathfinding is unmatched. 
“http://www.heroengine.com/heroengine/ai-pathfinding/# 
sthash.PYqXRHx3.dpuf” 
A pathfinding code is used for when 
obje cts (usually NPC’s ) that need to 
got to one place or antoher. And you 
re a lly wa nt this or… 
https ://www.youtube.com/watch?v= 
13YlEPwOfmk

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BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1

  • 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 GAME S / VIDEO GAME TESTI NG Demo A game demo is a freely distributed piece of an upcoming or recently released video game. Demos are typically released by the game's publisher to help consumers get a feel of the game before deciding whether to buy the full version. “http://en.wikipedia.org/wiki/Game_demo” A demo is a small playable version of the game, this will be to test and show the public the game. Beta A game demo is a freely distributed piece of an upcoming or recently released video game. Demos are typically released by the game's publisher to help consumers get a feel of the game before deciding whether to buy the full vers ion. “http://e n.wikipedia.org/wiki/Game_demo” A beta is usually a bigger version then a demo, or the same size, that will be free to the public, to help test out bugs , and show he public the game. Beta s are also used as a marketing technique, as i f you buy the game, you get the beta earlier. Alpha It’s not “feature complete”—that i s, some features are missing. This doesn’t me a n that those fe atures won’t be there for the final release—they’re just not the re ye t. The typi cal re ason for a feature being “cordoned off” like this is that the re ’s s omething about it that I know will change, or there’s some bug i n it, and I know I’m not going to get va luable feedback on i t because of that. “http://www.epictable.com/blog/dev/what-does-alpha-release-mean/” An alpha is an uncompleted game tha t’s the makers or QA tes ters use and play.
  • 2. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 2 Pre- Alpha Pre-Alpha is like mega early version of the game, before everything is finalized. Beta is when the game is coming along and everything is sort of finalized and i t's during a stage when bugs and errors are being ironed out. “http://forum.ea.com/eaforum/posts/list/440511.page” Pre alpha is the earliest version of the game, that is playable to a extent. Gold A game has "Gone Gold" when the final master copy has been produced at the developer and sent off for replication, packaging and shipment. The game is not yet released, but i t will typically be around 2-3 weeks (sometimes less) before i t begins appearing on s tore shelves and online pre-orders arriving at doorsteps. The term i tself comes from the old practice of recordable CDs being manufactured with gold film. Hence the gold colored CD actually being the source, with no reference to copies sold as in the recording industry. 2http://www.urbandictionary.com/define.php?term=Gone%20Gold” There are two meanings to this, and one i s when the game s ells so many copies that is becomes a gold game saying it is one of the best the console has (or most popular https ://twitter.com/xboxuk/status/504212 103767789568 Debug A debug menu or debug mode is a user interface implemented in a computer program that allows the user to view and/or manipulate the program's internal state for the purpose of debugging. Debug menus are used during software development for easy testing and are usually made inaccessible or otherwise hidden from the end-user. “http://en.wikipedia.org/wiki/Debug_menu” A debug is something that is run to get rid of glitches and bugs. Automat ion Automation or automatic control, is the use of various control systems for operating equipment such as machinery, processes in factories, boilers and heat treating ovens, switching in telephone networks, s teering and s tabilization of ships, aircraft and other applications with minimal or reduced human intervention. Some processes have been completely automated. The biggest benefit of automation is that i t saves labor, however, i t is also used to save energy and materials and to improve quality, accuracy and preci sion. “http://en.wikipedia.org/wiki/Automation” Thi s is automatic control where the engine takes care of parts of objects and coding automatically.
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 White- Box Testing White-box testing (also known as clear box testing, glass box testing, transparent box testing, and s tructural testing) is a method of testing software that tes ts internal structures or workings of an application, as opposed to its functionality (i .e. black-box testing). In white-box testing an internal perspective of the system, as well as programming skills, are used to design tes t cases. The tester chooses inputs to exercise paths through the code and determine the appropriate outputs. This is analogous to testing nodes in a ci rcui t, e.g. in-circuit testing (ICT). “http://en.wikipedia.org/wiki/White-box_testing” White box testing i s you looking in at the internal structures of a game, and tes ting they work. Bug A bug in this sense is an error in the programming of the game. “https://answers.yahoo.com/question/index?qid=2011042615303 8AAZtsRh” A bug i s something you want rid of as soon as possible in a game; i t could crash or ruin gameplay. GAME ENGIN ES Vertex Shader A programmable function in display adapters that offers a graphics application programmer flexibility in rendering an image. The vertex shader i s used to trans form the attributes of vertices (points of a triangle) such as color, texture, pos ition and direction from the original color space to the display space. It al lows the original objects to be distorted or reshaped in any manner. http://www.pcmag.com/encyclopedia/term/53754/vertex-shader “” A vertex shader i s a tool used to colour and render objects in a game. Pixel Shader Pixel shaders, also known as fragment shaders, compute color and other attributes of each fragment. The simplest kinds of pixel shaders output one s creen pixel as a color value; more complex shaders with multiple inputs/outputs are also possible. http://en.wikipedia.org/wiki/Shader#Pixel_shaders “” Pixel shaders are very much like a vertex, but are more for closer and undetailed s tructures.
  • 4. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 4 GAME ENGIN ES Post Processi ng The term post-processing (or postproc for short) is used in the video/film bus iness for quality-improvement image processing (specifically digital image processing) methods used in video playback devices, (such as s tand-alone DVD-Video players), and video players software and transcoding software. It is al so commonly used in real-time 3D rendering (such as in video games) to add additional effects. “http://en.wikipedia.org/wiki/Video_post-processing” Pos t processing is a method used to see if additional effects should be or can be added. Renderi ng Rendering is the process of generating an image from a 2D or 3D model (or models in what collectively could be called a s cene file), by means of computer programs. “http://en.wikipedia.org/wiki/Rendering_(computer_graphics)” Rendering is a process that turns undetailed objects to textured and coloured objects, Normal Map In 3D computer graphics, normal mapping, or "Dot3 bump mapping", i s a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons. A common use of this technique is to greatly enhance the appearance and details of a low polygon model by generating a normal map from a high polygon model or height map. “http://en.wikipedia.org/wiki/Normal_mapping” A normal map is a technique that is used for faking l ights on bumps and dents in objects. Entity In game development there is a notion of Entity System which is aiming to s implify the game loop by gaining a flexible architecture. “http://s tackoverflow.com/questions/21221992/entity-systems-in-c” An enti ty i s coded programming that i s built to s implify tasks. UV Map The most flexible way of mapping a 2D texture over a 3D object is a process cal led "UV mapping". In this process, you take your three-dimensional (X,Y & Z) mesh and unwrap it to a flat two-dimensional (X & Y ... or rather, as we shall soon see, "U & V") image. “http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV” Thi s is used to ad textures usually characters) onto their 3D counterparts
  • 5. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 5 Procedu ral Texture A procedural texture is a computer-generated image created using an algorithm intended to create a realistic representation of natural elements such as wood, marble, granite, metal, s tone, and others. “http://en.wikipedia.org/wiki/Procedural_texture” Thi s type of texturing is used to make textures more realistic Physics Phys ics engine is computer software that provides an approximate simulation of certa in physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film. Their main uses are in video games (typically as middleware), in which case the s imulations are in real-time. The term i s sometimes used more generally to describe any software system for s imulating physical phenomena, such as high-performance scientific s imulation. “http://en.wikipedia.org/wiki/Physics_engine” Phys ics are one of the most important things in a game and game engine, without them. The game will never work. But some designers use this to their advantage, to change gravity or to make death defying stunts. Collision Objects in games interact with the player, the envi ronment, and each other. Typically, most 3D objects in games are represented by two separate meshes or shapes. One of these meshes is the highly complex and detailed shape vi s ible to the player in the game, such as a vase with elegant curved and looping handles. “http://en.wikipedia.org/wiki/Physics_engine#Collision_detection” Col l ison is the same as in real life everything collides. Everything, is determined on this, air, water and cars . Lighting Lighting or i llumination is the deliberate use of light to achieve a practical or aesthetic effect. Lighting includes the use of both artificial light sources like lamps and light fixtures, as well as natural illumination by capturing daylight. Dayl ighting (using windows, skylights, or light shelves) is sometimes used as the main source of l ight during daytime in buildings. This can save energy in place of using artificial lighting, which represents a major component of energy consumption in buildings. Proper l ighting can enhance task performance, improve the appearance of an area, or have positive psychological effects on occupants. “http://en.wikipedia.org/wiki/Lighting” Lighting i s important in genres like horror. A l ight flickering can make an eeri e feel.
  • 6. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 6 AA – Anti- Aliasing The term Anti-aliasing refers to the level of image quality in 3D graphics. It is a vi ta l process in producing high quality graphics that will ultimately be di splayed. The main purpose of anti-aliasing is to smooth jagged/stair-cased edges (Jaggies) within pixel based images and the flickering/strobing of surfaces in an animation; these imperfections are caused by l imited display resolution and are known as Aliasing artifacts. “https ://docs.google.com/document/d/1epqrHZkudz5X6XRAfpiaRXHpdUv8L0 b34f6hlYOzNZk/edit?pli=1” Anti -aliasing is a code that is run to turn textures into more graphical realistic or turn them off to become more pixelated depending on your current PC graphics card. LoD – Level of Detail In computer graphics, accounting for level of detail involves decreasing the complexity of a 3D object representation as it moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. Level of detail techniques increases the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast. “http://en.wikipedia.org/wiki/Level_of_detail” A level of design is used to give simple items more realistic polygons a round object will either be round or a hexagon if this is done correctly. Animati on Animation is the process of creating a continuous motion and shape change[Note 1] i llusion by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are arti sts who specialize in the creation of animation. “http://en.wikipedia.org/wiki/Animation” Animation is where a bunch of frames are in a row that a slightly different to the next, when played the animation wi l l look l ike i t is moving. Sprite In computer graphics, a sprite (also known by other names; see Synonyms below) is a two-dimensional image or animation that is integrated into a larger s cene. Initially including just graphical objects handled separately from the memory bitmap of a video display, this now includes various manners of graphical overlays. “http://en.wikipedia.org/wiki/Sprite_(computer_graphics)b” A spri te is a piece of coding that is pai red with graphics or an object to create a function.
  • 7. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 7 Scene A cuts cene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game over which the player has no or only l imited control , breaking up the gameplay and used to advance the plot, strengthen the main character's development, introduce characters, and provide background information, atmosphere, dialogue, and clues. Cuts cenes often feature "on the fly" rendering, using the gameplay graphics to create s cripted events. Cuts cenes can also be animated, live action, or pre-rendered computer graphics s treamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay i tself) are referred to as "full motion videos" or "FMVs". Other cutscenes ca n simply just be text interludes with speech bubbles over the characters' faces. “http://en.wikipedia.org/wiki/Cutscene” A s cene is Like a cut scene, where the user is incapacitated to do anything until i t finished (more like a very short movie) Library The Lightweight Java Game Library (LWJGL) is an open source Java software l ibrary for computer game developers. LWJGL exposes high performance cross-platform libraries commonly used in developing software games and multimedia titles. It exposes OpenGL (Open Graphics Library), OpenAL (Open Audio Library), OpenCL (Open Computing Language) and allows access to controllers such as gamepads, s teering wheels and joysticks in a platform-neutral way. “http://en.wikipedia.org/wiki/Lightweight_Java_Game_Library” A l iobary in a game engine is where everything is s tored that is being used or wi l l be. UI The us er interface, in the industrial design field of human–machine interaction, i s the space where interactions between humans and machines occur. The goal of this interaction i s effective operation and control of the machine on the user's end, and feedback from the machine, which aids the operator in making operational decisions. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls, and process controls. The des ign considerations applicable when creating user interfaces are related to or involve such disciplines as ergonomics and psychology. “http://en.wikipedia.org/wiki/User_interface” A UI i s a user interface and i t is used to change human interactions to computer codes to play the game and the engine. Frames Frame rate, also known as frame frequency and frames per second (FPS), is the frequency (rate) at which an imaging device produces unique consecutive images called frames. The term applies equally well to film and video cameras, computer graphics, and motion capture systems. Frame rate is most often expressed in frames per second (FPS) and is also expressed in progressive scan monitors as hertz (Hz). “http://en.wikipedia.org/wiki/Frame_rate” Frames are part of an animation that the us er sees. The higher the frame rate the quicker the screen appears to be playing.
  • 8. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 8 Concept Concept art is a form of illustration used to convey an idea for use in (but not l imited to) films, video games, animation, or comic books before it i s put into the final product. Concept art i s also referred to as vi sual development and/or concept design. This term can also be applied to retail, set, fashion, architectural and industrial design. “http://en.wikipedia.org/wiki/Concept_art” Concept i s mostly the pregame and pre-production work that is used to plan a games design and interface. Event In computing, an event is an action or occurrence detected by the program that may be handled by the program. Typically events are handled synchronously with the program flow, that is, the program has one or more dedicated places where events are handled, frequently an event loop. Typical sources of events include the user (who presses a key on the keyboard, in other words, through a keystroke). Another source is a hardware device such as a timer. Any program can trigger i ts own custom s et of events as well, e.g. to communicate the completion of a task. A computer program that changes i ts behavior in response to events i s said to be event-driven, often with the goal of being interactive. “http://en.wikipedia.org/wiki/Event_(computing)” An event can be random or set out in a s cripted setting, that can be in your favour, or a boss fight. Pathfind ing A powerful AI System i s nothing without an intelligent, adaptive, and robust pathfinding system to compliment it. Utilizing a plug-in architecture, HeroEngine delivers a highly customizable real-time adjustable pathfinding solution. Whether you use our turnkey solution, or create your own, the ease of us e and flexibility of He roEngine’s pathfinding is unmatched. “http://www.heroengine.com/heroengine/ai-pathfinding/# sthash.PYqXRHx3.dpuf” A pathfinding code is used for when obje cts (usually NPC’s ) that need to got to one place or antoher. And you re a lly wa nt this or… https ://www.youtube.com/watch?v= 13YlEPwOfmk