The document is a glossary assignment for a games design course requiring students to research and define video game related terms. It includes definitions for 18 terms related to video game development, testing, and engines. For each term, the student provided a short definition from an online source along with their own description of how the term relates to game production.
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