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)
DESCRIB
E THE
RELEVAN
CE OF
THE
RESEARC
HED
TERM TO
YOUR
OWN
PRODUC
TION
PRACTIC
E?
IMAGE SUPPORT (Provide an image and/or video link of said term
being used in a game)
2. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
2
VIDE
O
GAM
ES /
VIDE
O
GAM
E
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.
https://en.wikipedia.org/wiki/Game_demo
If I would
sell my2D
or 3D
video
game I
would
want to
add a
demo
version for
the
customers
to try and
decide if
theywant
my game
or not.
Screenshot from PS Store showinga tryDemobuttonon a brand new game.
Beta A beta test refers to the distribution of pre-release game
software to a select group of people so that they can test
the game in their own homes.
https://www.techopedia.com/definition/27136/beta-test-gaming
Instead
of hiring
professio
nal
testers I
can give
lots of
people a
beta
access to
my game
and let
them
play it
and test
Heroes ofthe Storm has openedits beta test to everyone andis collecting
players’ opinions and bug reports.
3. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
3
it out. An
advantag
e is thatI
don’t
have to
pay their
salaries
because
it is their
choiceto
help with
testing or
not.
Alpha This is a form of internal acceptance testing performed
mainly by in-house software QA and testing teams.
Alpha testing is the last testing done by test teams at
development site after the acceptance testing and
before releasing the software for beta test.
http://www.softwaretestinghelp.com/what-is-alpha-testing-beta-
testing/
This is the
stage of
testing
that I
woulddo
before the
beta
(releasing
it to
public).
For this
stage I
wouldfind
people to
test it
secretly.
This is an example of a game that is currentlyinAlpha stage. Onlya small demo
is released.
4. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
4
Pre-
Alpha
pre-alpha version (plural pre-alpha versions) A
development status given to a program or application that
is usually not feature complete, and is not usually
released to the public. Developers are usually still
deciding on what features the program should have at
this status.
https://en.wiktionary.org/wiki/pre-alpha_version
This is the
stage that
I woulddo
before
Alpha.
Gold The term "release to manufacturing", also known as
"going gold", is a term used when a software product is
ready to be delivered or provided to the customer. This
build may be digitally signed, allowing the end user to
verify the integrity and authenticity of the software
purchase.
https://en.wikipedia.org/wiki/Software_release_life_cycle#Ge
neral_availability_.28GA.29
This the
last stage
of testing
and I
wouldbe
on this
stage
when my
game is
absolutely
finished.
Debug Debugging is the process of finding and resolving of
defects that prevent correct operation of computer
software or a system.
https://en.wikipedia.org/wiki/Debugging
I would
use
debugging
in the
process of
creating
my level
to resolve
anybugs
Short documentaryabout debugging.
https://www.youtube.com/watch?v=ybE5sIxV70o
5. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
5
that it may
have.
Automa
tion
In software testing, test automation is the use of
special software (separate from the software being
tested) to control the execution of tests and the
comparison of actual outcomes with predicted outcomes
https://en.wikipedia.org/wiki/Test_automation
I could use
automatio
n to
control
the
process of
testingmy
level and
comparing
the results
with the
predicted
outcomes.
Videoexplaining test automation.
https://www.youtube.com/watch?v=RbSlW8jZFe8
White-
Box
Testing
White-box testing (also known as clear box
testing, glass box testing, transparent box testing,
and structural testing) is a method of
testing software that tests internal structures or workings
of an application, as opposed to its functionality
(i.e. black-box testing).
https://en.wikipedia.org/wiki/White-box_testing
This is
another
wayof
testing
that I
could use
if I needed
to test the
internal
workings
of my
game.
Videoexplaining white box testing.
https://www.youtube.com/watch?v=3bJcvBLJViQ
Bug A software bug is an error, flaw, failure or fault in a
computer program or system that causes it to produce an
incorrect or unexpected result, or to behave in unintended
ways.
https://en.wikipedia.org/wiki/Software_bug
Bugs have
appeared
while I
was
creating
my 3D
level. For
instance I
had
problems
with walls
being a
This videois showing 10 ridiculous bugs foundin videogames.
https://www.youtube.com/watch?v=K3g2840zXKY
6. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
6
different
colour
because of
lighting.
GAM
E
ENGI
NES
GAM
E
ENGI
NES
Vertex
Shader
The Vertex Shader is the programmable Shader stage in
the rendering pipeline thathandles the processing ofindividual
vertices.
https://www.opengl.org/wiki/Vertex_Shader
Vertex shaders are the mostestablished and common kind of
3d shader and are run once for each vertex given to the
graphics processor.The purpose is to transform each vertex's
3D position in virtual space to the 2D coordinate at which it
appears on the screen (as well as a depth value for the Z-
buffer). Vertex shaders can manipulate properties such as
position,color and texture coordinate,but cannotcreate new
vertices. The output of the vertex shader goes to the next stage
in the pipeline,which is either a geometry shader ifpresent,or
the rasterizer. Vertex shaders can enable powerful control over
the details ofposition,movement,lighting,and color in any
scene involving 3D models.
https://en.wikipedia.org/wiki/Shader#Vertex_shaders
Videoexplaining Vertex Shaders andPixel Shaders.
https://www.youtube.com/watch?v=TDZMSozKZ20
Pixel
Shader
Pixel shaders,also known as fragmentshaders,
compute color and other attributes of each "fragment" - a
technical term usuallymeaning a single pixel.The simplest
kinds of pixel shaders outputone screen pixel as a color value;
more complexshaders with multiple inputs/outputs are also
possible.Pixel shaders range from always outputting the same
color, to applying a lighting value, to doing bump
mapping,shadows,specular highlights,translucencyand other
phenomena.They can alter the depth of the fragment(for Z-
buffering),or output more than one color if multiple render
targets are active. In 3D graphics,a pixel shader alone cannot
produce very complexeffects, because itoperates onlyon a
single fragment,withoutknowledge ofa scene's geometry.
However, pixel shaders do have knowledge ofthe screen
coordinate being drawn,and can sample the screen and nearby
pixels if the contents of the entire screen are passed as a
texture to the shader.
https://en.wikipedia.org/wiki/Shader#Pixel_shaders
Videoexplaining Pixel Shaders and Vertex Shaders.
https://www.youtube.com/watch?v=TDZMSozKZ20
Post
Processi
Additionally, post-processing is commonlyused in 3D rendering,
especiallyfor video games.Instead ofrendering 3D objects
I have not
usedany
This videoshows anexampleof a post processingeffect ina videogame called
Overgrowth.
7. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
7
ng directly to the display,the scene is firstrendered to a buffer in
the memoryof the video card. Pixel shaders and
optionallyVertex shaders are then used to apply post-
processing filters to the image buffer before displaying itto the
screen.
https://en.wikipedia.org/wiki/Video_post-processing
post
processing
in my
work
because it
is just a
prototype
of a level.
https://www.youtube.com/watch?v=d4S__Nyi3t0
Renderi
ng
Rendering is the process ofgenerating an image from
a 2D or 3D model (or models in whatcollectively could be called
a scene file) by means of computer programs.Also,the results
of such a model can be called a rendering. A scene file
contains objects in a strictly defined language or data structure;
it would contain geometry, viewpoint, texture, lighting,
and shadinginformation as a description ofthe virtual scene.
The data contained in the scene file is then passed to a
rendering program to be processed and outputto a digital
image or raster graphicsimage file.
https://en.wikipedia.org/wiki/Rendering_(computer_graphics)
Normal
Map
normal mapping is a technique used for faking the lighting of
bumps and dents – an implementation of bump mapping.Itis
used to add details withoutusing more polygons.A common
use of this technique is to greatly enhance the appearance and
details ofa low polygon model by generating a normal map from
a high polygon model or height map.
https://en.wikipedia.org/wiki/Normal_mapping
Some of
my
textures
have
normal
maps, for
instance,
bricks on
the walls.
Normal
maps
make light
look more
natural
when it
contacts
the
texture.
This texture has a normal map and you see how
natural the light reflection looks.
https://paulmartinez86.files.wordpress.com/2011/06/brick-texture-with-
normal-map.jpeg
Entity
UV Map UV mapping is the 3D modeling process ofprojecting a 2D UV maps Visual example of UV mapping ona simple shape.
8. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
8
image to a 3D model's surface.
https://en.wikipedia.org/wiki/UV_mapping
are used
to texture
more
complex
objects
while I’ve
built my
level using
mainly
simple
shapes
and
models.
http://www.bobotheseal.com/personal_work/textures/engineer-final02.jpg
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,stone,
and others.
Usually,the natural look of the rendered resultis achieved by
the usage of fractal noise and turbulence functions.These
functions are used as a numerical representation ofthe
“randomness” found in nature.
https://en.wikipedia.org/wiki/Procedural_texture
Rocks created with procedural texturing.
https://www.safaribooksonline.com/library/view/blender-26-
cycles/9781782161301/graphics/1301OS_03_rkprc.jpg
Physics Computer animation physics or game physics involves the
introduction of the laws of physics into a simulation or game
engine,particularlyin 3D computer graphics,for the purpose of
making the effects appear more real to the observer.Typically,
simulation physics is onlya close approximation to real physics,
and computation is performed using discrete values.
Physics
could be
tweakeda
bit in my
level to
decrease
https://www.youtube.com/watch?v=EqBzxZToFp4
This videoshows the gameplayof a game called Spintires. Inthe videouse can
see impressive physics, for example, the ground beingdeformedbya truck.
9. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
9
https://en.wikipedia.org/wiki/Game_physics the jump
high so
that the
player is
not able
to reach
areas that
he
shouldn’t
reach.
Collisio
n For a long time, video games had a very limited number of
objects to treat, and so checking all pairs was nota problem.In
two-dimensional games,in some cases,the hardware was able
to efficiently detect and report overlapping pixels
between sprites on the screen.In other cases,simplytiling the
screen and binding each sprite into the tiles it overlaps provides
sufficientpruning,and for pairwise checks,bounding rectangles
or circles calledhitboxes are used and deemed sufficiently
accurate.
Three-dimensional games have used spatial partitioning
methods for -body pruning,and for a long time used one or a
few spheres per actual 3D objectfor pairwise checks.Exact
checks are very rare, except in games attempting
to simulate realityclosely.Even then, exact checks are not
necessarilyused in all cases.
https://en.wikipedia.org/wiki/Collision_detection
Lighting Lighting is one of the most important and influential elements in
environments. Itcreates atmosphere. It makes places look scary/cozy
or warm/cold. It augments the three dimensionalfeel of objects and
I have set
up lighting
Environment that has lighting set up looks way better than if it was
dark.
10. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
10
it creates composition and balance to lead the player's eyes around.
http://www.moddb.com/tutorials/lighting-in-game-environments-
the-hows-and-whys
all around
my
environme
nt.
http://media.moddb.com/legacy/images/tutorials/23/239/gallery/t_245.jpg
AA –
Anti-
Aliasing
In computer graphics, anti aliasing or AA is a software
technique for diminishing jaggies - stairstep-like lines
that should be smooth. Jaggies occur because the
output device, the monitor or printer, doesn't have a
high enough resolution to represent a smooth line.
http://www.game-
debate.com/blog/index.php?b_id=7434&author=alt639&blog=A%20Guide%20to%2
0Anti-Aliasing
Left screenshot isn’t anti aliased. Right one is anti aliased.
http://i.imgur.com/xSkhN.jpg
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.
https://en.wikipedia.org/wiki/Level_of_detail
11. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
11
Animati
on
Animation is the process ofmaking the illusion ofmotion and
change[Note 1]
by means ofthe rapid displayof a sequence of
static images thatminimallydiffer from each other.
https://en.wikipedia.org/wiki/Animation
The only
animation
that I have
In mylevel
is a fire
effect in
torches.
http://i.imgur.com/Q1OQM.png
Sprite In computer graphics,a sprite is a two-dimensional bitmap that
is integrated into a larger scene.
https://en.wikipedia.org/wiki/Sprite_(computer_graphics)
A sprite. Video game character – Megaman.
http://1.bp.blogspot.com/_QM6H5uBJ7zs/TIq2jPhAXCI/AAAAAAAAAAU/hwTeTz
JiG8M/s320/MegaSprite.gif
Library In computer science,a library is a collection of non-volatile
resources used bycomputer programs,often to develop
software.These may include configuration data,documentation,
help data, message templates, pre-written
code and subroutines,classes,values or type specifications.
In IBM's OS/360 and its successors theyare referred to
aspartitioned data sets.
https://en.wikipedia.org/wiki/Library_(computing)
I storedall
my assets
and
textures in
the
library.
UI Visual part of computer application or operating system through
which a user interacts with a computer or a software. It determines
how commands are given to the computer or the program and
how information is displayed on the screen.
http://www.businessdictionary.com/definition/user-
interface.html#ixzz49qKThDOo
Dota 2 UI-
http://i.imgur.com/O1xvy.jpg
Frames A frame is uniquely defined by a combination of the image to
be displayed and the time the image is to be displayed. A
My fire
animation
Megaman’s jump animation. 7 frames.
12. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
12
sequence of frames makes an animation. Each frame is
displayed on the screen until the next frame overwrites it.
Since each frame remains displayed on the screen for a tiny
but finite time period, you can think of an animation as frames
displayed at discreet intervals of time in a continued sequence.
Any scene change happens by drawing a whole new frame.
Even changing a single pixel requires drawing the next frame
in its entirety. Furthermore, even if the image of the scene
remains constant, identical content must be drawn in
subsequent frames as long as the still scene is needed.
http://www.cprogramming.com/tutorial/animation/frames_and
_layers.html
onlyhas 4
frames
because it
is
unnoticea
ble.
http://i.imgur.com/Q1OQM.png
Concept Video game design starts with an idea,[4][5][6][7]
often a
modification on an existing concept.
https://en.wikipedia.org/wiki/Video_game_design
Before I
started
building
my level
I’ve made
a quick
concept of
what it is
going to
look.
An example of concept art for a game character.
http://img00.deviantart.net/942b/i/2016/017/3/a/_feora__armor_design__cha
racter_concept_art_by_luigipunch-d9o9qry.png
Event In computer programming, event-driven programming is
a programmingparadigm in which the flow of the program is
determined byevents such as user actions (mouse clicks,key
presses),sensor outputs,or messages from
otherprograms/threads.
13. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
13
https://en.wikipedia.org/wiki/Event-driven_programming
Pathfin
ding
Pathfinding or pathing is the plotting,by a computer
application,ofthe shortestroute between two points.It is a
more practical variant on solving mazes
https://en.wikipedia.org/wiki/Pathfinding
Equivalent paths between A and B in a 2D environment
https://upload.wikimedia.org/wikipedia/commons/thumb/4/4c/Pathfinding_2D
_Illustration.svg/250px-Pathfinding_2D_Illustration.svg.png