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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 
Name: 
Brandon 
McNamara 
RESEARCHED DEFINITION DESCRIBE THE 
RELEVANCE OF THE 
RESEARCHED 
TERM TO YOUR 
OWN 
PRODUCTION 
PRACTICE? 
IMAGE SUPPORT 
VIDEO 
GAMES / 
VIDEO 
GAME 
TESTING 
Demo A game demo is a freely 
di s tributed 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/Ga 
me_demo 
When a game demo 
i s released it gives 
potential buyers a 
chance to test the 
game, this i s a 
gamble however as 
players could dislike 
the game after the 
demo. 
The a bove image is a screen cap of the s team storeโ€™s demo page, from here a user can 
download a playable short demo of a game.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
Beta Beta testing comes after alpha 
tes ting and can be considered a 
form of external user acceptance 
tes ting. Versions of the software, 
known as beta versions, are 
released to a limited audience 
outs ide of the programming 
team. The software is released to 
groups of people so that further 
tes ting can ensure the product 
has few faults or bugs. 
Sometimes, beta versions are 
made available to the open 
public to increase the feedback 
field to a maximal number of 
future users. 
http://en.wikipedia.org/wiki/Soft 
ware_testing#Beta_testing 
A beta is an almost 
compl ete version of 
the game which is 
released to testers or 
the general public to 
gauge interest and 
find bugs and glitches 
an inner team may 
mi s s. 
Above i s a picture of the minecraft beta which lasted over a year and ad millions of players. 
Alpha Alpha testing is s imulated or 
actual operational testing by 
potential users/customers or an 
independent test team at the 
developers' site. Alpha testing is 
often employed for off-the-shelf 
software as a form of internal 
acceptance testing, before the 
software goes to beta testing. 
http://en.wikipedia.org/wiki/Soft 
ware_testing#Alpha_testing 
An alpha is usually an 
in-house testing 
program which 
tes ters and 
developers use to 
tes t the game for 
major gl itches and 
bugs which may later 
break the game 
compl etely. 
Thi s is a s creenshot taken in the destiny alpha. The alpha was releases to a group of testers 
and images of i t were leaked to the internet.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
Pre-Alpha Pre-alpha refers to all activities 
performed during the software 
project before testing. These 
activi ties can include 
requi rements analysis, software 
des ign, software development, 
and unit testing. In typical open 
source development, there are 
several types of pre-alpha 
vers ions. 
http://en.wikipedia.org/wiki/Soft 
ware_release_life_cycle 
The pre-alpha build is 
any build before 
alpha, these are 
works in progress and 
are only usually seen 
by developers who 
use it to check codes 
and s cripts wok as 
intended. 
Above i s a n image of Halo re achโ€™s pre alpha, many changes in UI a nd game graphics a nd 
mechanics can be seen. 
Gold The term "release to 
manufacturing", also known as 
"going gold", is a term used when 
a software product is ready to be 
del ivered or provided to the 
cus tomer. This build may be 
digitally signed, allowing the end 
user to verify the integrity and 
authenticity of the software 
purchase. 
http://en.wikipedia.org/wiki/Soft 
ware_release_life_cycle#Release 
_to_manufacturing 
A gold version is a 
final version which i s 
then sold to the 
general public. While 
thi s is the final build it 
may be subject to 
later patches to fix 
newly found bugs and 
errors .
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
Debug Debug code is computer code 
introduced to a computer 
program to test for errors or to 
help determine the cause of an 
error. It can be as simple as an 
echo command to print the value 
of a variable at certain points of a 
program. Modern integrated 
development environments 
sometimes render this 
unnecessary by allowing the 
placement of s top points at 
specific places in the program, 
and providing the ability to view 
the value of variables through 
the IDE rather than program 
output. 
http://en.wikipedia.org/wiki/Deb 
ug_code 
Debbugging refers to 
the practice of 
Running a debug 
code into the coding 
of the game to test 
the game and remove 
any bugs 
The image above is a debug code which can be run into a code to fix any errors or mistakes. 
Automation
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
5 
White-Box 
Testing 
White-box testing i s a method of 
tes ting software that tests 
internal structures or workings of 
an application, as opposed to i ts 
functionality. In white-box 
tes ting an internal perspective of 
the system, as well as 
programming skills, are used to 
des ign test 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. 
http://en.wikipedia.org/wiki/Whi 
te-box_testing 
White box testing 
focuses on aspects of 
the code as opposed 
to the code as a 
whol e, this i s used 
improve and 
s treamline the code. 
Di fferent coloured box testing with their meaning, these refer to the testers knowledge of 
the software being tested. 
Bug A bug or gl itch i s a short-lived 
fault in a system. It is often used 
to des cribe a transient fault that 
corrects i tself, and is therefore 
di fficult to troubleshoot. The 
term i s particularly common in 
the computing and electronics 
industries, and in circuit bending, 
as well as among players of video 
games, although it is applied to 
al l types of systems including 
human organizations and nature. 
http://en.wikipedia.org/wiki/Glit 
ch 
A bug i s a glitch in the 
code which may beak 
the way the game 
works later on. 
The above image is of a glitch/bug in the battlefield 3 beta, by the full release of the game 
thi s glitch had been fixed
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
6 
GAME 
ENGINES 
GAME 
ENGINES 
Vertex 
Shader 
Vertex shaders are run once for 
each vertex given to the graphics 
processor. The purpose i s to 
trans form each vertex's 3D 
pos ition in vi rtual space to the 2D 
coordinate at which it appears on 
the s creen (as well as a depth 
value for the Z-buffer). Vertex 
shaders can manipulate 
properties such as position, 
colour and texture coordinate, 
but cannot create new vertices. 
The output of the vertex shader 
goes to the next stage in the 
pipeline, which is either a 
geometry shader i f present, or 
the ras terizer. Vertex shaders can 
enable powerful control over the 
deta ils of position, movement, 
l ighting, and colour in any scene 
involving 3D models 
http://en.wikipedia.org/wiki/Sha 
der#Vertex_shaders 
Vertex turn numerical 
values into 3d 
Polygons and shapes 
computing s ize shape 
and colour. These are 
needed to see 
anything in a 3d 
world. 
The above image is of an object in a vertex shader, the higher quality model is the vertex 
shaded model.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
7 
Pixel Shader Pixel shaders, also known as 
fragment shaders, compute 
colour and other attributes of 
each fragment. The simplest 
kinds of pixel shaders output one 
s creen pixel as a colour value; 
more complex shaders with 
mul tiple inputs/outputs are also 
pos sible. Pixel shaders range 
from always outputting the same 
colour, to applying a l ighting 
value, to doing bump mapping, 
shadows, specular highlights, 
trans lucency and other 
phenomena. They can alter the 
depth of the fragment (for Z-buffering), 
or output more than 
one colour i f multiple render 
ta rgets are active. 
http://en.wikipedia.org/wiki/Sha 
der#Pixel_shaders 
Pixel shaders turn 
numerical values into 
actual visible pixels 
with colour and 
organisation, 
di fferent pixels have 
di fferent related 
values. 
Thi s image shows what difference a pixel shader can make. You can see that the right side is 
much higher quality and has higher quality textures.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
8 
Post 
Processing 
Pos t-processing is commonly 
used in 3D rendering, especially 
for video games. Instead of 
rendering 3D objects directly to 
the di splay, the scene is first 
rendered to a buffer in the 
memory of the video card. Pixel 
shaders are then used to apply 
pos t-processing filters to the 
image buffer before displaying i t 
to the s creen. 
http://en.wikipedia.org/wiki/Vid 
eo_post-processing 
Pos t processing Is the 
process of adding 
objects and code to a 
pre-rendered 3d 
world. This is 
necessary to see the 
impact certain things 
wi l l have on the game 
world as a whole. 
Thi s image is from world of tanks and shows what the world looks like before and after post 
processing. 
Rendering Rendering is the process of 
generating an image from a 2D or 
3D model (or models in what 
col lectively could be called a 
s cene file), by means of 
computer programs. Also, the 
results of such a model can be 
cal led a rendering. A s cene file 
conta ins objects in a s trictly 
defined language or data 
s tructure; it would contain 
geometry, viewpoint, texture, 
l ighting, and shading information 
as a description of the vi rtual 
s cene. 
http://en.wikipedia.org/wiki/Ren 
dering_(computer_graphics) 
Rendering is a way of 
turning lines of code 
and numerical values 
into a vi rtual but 
vi s ible world. This is 
necessary to be able 
to see a game. 
Above i s an image of an unrendered 3d map, currently you can only see the wireframes and 
l ight sources
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
9 
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 โ€“ an implementation of 
bump mapping. It is used to add 
deta ils 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/Nor 
mal_mapping 
Normal maps add 
deta il where 
previously none 
would exist by 
creating an i llusion of 
l ight. 
Thi s in an image of a normal map for a metal panel. The different colours show where light 
should hit and where shadow should be created. 
Entity An enti ty i s something that exists 
in i tself, actually or 
hypothetically. It need not be of 
material existence. In particular, 
abs tractions and legal fictions are 
usually regarded as entities. In 
general, there is also no 
presumption that an entity i s 
animate. 
http://en.wikipedia.org/wiki/Enti 
ty 
In gaming an entity i s 
any dynamic object 
not including the 
player. Usually in the 
form of an NPC or 
item. 
Thi s is an image of traffic in GTA3. Each of the cars i s classed as a separate entity just as are 
the people inside
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
10 
UV Map UV mapping is the 3D modelling 
process of making a 2D image 
representation of a 3D model's 
surface. 
http://en.wikipedia.org/wiki/UV_ 
mapping 
A UV map i s used to 
s implify building 3d 
objects by running a 
program which will 
turn a 2d image into a 
3d object, usually a 
terrain. 
Thi s is an image of the uv map of a gorilla and the 3d object i t creates. 
Procedural 
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, 
grani te, metal, s tone, and others. 
http://en.wikipedia.org/wiki/Pro 
cedural_texture 
Procedural textures 
are textures which 
are generated during 
the game to create 
di fferent textures and 
prevent the same 
texture being used 
repeatedly. 
The game above, overgrowth, uses procedural textures to create the ground and buildings.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
11 
Physics Computer animation physics or 
game physics involves the 
introduction of the laws of 
phys ics into a simulation or game 
engine, particularly in 3D 
computer graphics, for the 
purpose of making the effects 
appear more real to the 
obs erver. Typically, simulation 
phys ics is only a close 
approximation to real physics, 
and computation is performed 
us ing discrete values. 
http://en.wikipedia.org/wiki/Ga 
me_physics 
In games physics is 
usually used to 
emulate real life 
phys ics. While in 
some games this i s 
used as a gimmick in 
others it is used as an 
integral part of 
gameplay. 
The above gam, Armadillo Run, was a game based entirely on using physics to achieve a goal. 
The phsics in this had to be perfect and intuitive as to make the game playable.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
12 
Collision Col l ision detection typically 
refers to the computational 
problem of detecting the 
intersection of two or more 
objects. While the topic is most 
often associated with its use in 
video games and other physical 
s imulations, it also has 
applications in robotics. In 
addition to determining whether 
two objects have collided, 
col l ision detection systems may 
al so calculate time of impact 
(TOI), and report a contact 
manifold (the s et of intersecting 
points). 
http://en.wikipedia.org/wiki/Colli 
s ion_detection 
Col l ision is when wo 
objects hit each 
other. Col lision is 
used to detect many 
things in games such 
as bullet Impacts, car 
crashes and even 
when the player is 
touching the ground. 
The above image shows a diagram of collision. You can see that the two sprites cross over 
and this is the collision zone. 
Lighting In computer graphics, per-pixel 
l ighting refers to any technique 
for l ighting an image or s cene 
that calculates illumination for 
each pixel on a rendered image. 
Thi s is in contrast to other 
popular methods of lighting such 
as vertex lighting, which 
calculates illumination at each 
vertex of a 3D model and then 
interpolates the resulting values 
over the model's faces to 
calculate the final per-pixel 
colour values. 
http://en.wikipedia.org/wiki/Per-pixel_ 
lighting 
Lighting i s any 
technique which 
brightens the s creen. 
It i s sometimes used 
with shadows to 
creat a more realistic 
game world. 
Thi s light map shows how l ighting i s used In a 3d environment. It shows how the vi sual light
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
13 
source is supplemented to make it look realistic. 
AA โ€“ Anti- 
Aliasing 
Temporal anti-aliasing seeks to 
reduce or remove the effects of 
temporal aliasing. Temporal 
al iasing i s caused by the sampling 
rate (i .e. number of frames per 
second) of a scene being too low 
compared to the transformation 
speed of objects inside of the 
s cene; this causes objects to 
appear to jump or appear at a 
location instead of giving the 
impression of smoothly moving 
towards them. To avoid aliasing 
arti facts altogether, the sampling 
rate of a s cene must be at least 
twice as high as the fastest 
moving object. 
http://en.wikipedia.org/wiki/Te 
mporal_anti-aliasing 
Anti - aliasing reduces 
the jumps and 
s tutters associated 
with low frame rate 
by adding a small 
amount of blur to the 
edges of moving 
enti ties. 
The above image shows a line, both aliased and Anti-Aliased. While both l ines are the same 
resolution, from far away the aliased l ine would look lower quality.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
14 
LoD โ€“ Level 
of Detail 
In computer graphics, accounting 
for level of detail involves 
decreasing the complexity of a 
3D object representation as i t 
moves away from the viewer or 
according to other metrics such 
as object importance, viewpoint-relative 
speed or position. Level 
of deta il techniques increases the 
efficiency of rendering by 
decreasing the workload on 
graphics pipeline stages, usually 
vertex transformations. The 
reduced vi sual 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/Lev 
el_of_detail 
The level of detail 
commonly refers to 
the practice of 
lowering a textures 
quality as the viewer 
moves further away. 
Thi s image represents the quality of a 3d mesh as the player moves further away. 
Animation Computer animation, or CGI 
animation, is the process used 
for generating animated images 
by us ing computer graphics. The 
more general term computer-generated 
imagery encompasses 
both s tatic scenes and dynamic 
images while computer 
animation only refers to moving 
images. 
http://en.wikipedia.org/wiki/Co 
mputer_animation 
Animation in gaming 
refers to movement, 
an animate object is a 
moving one. This 
usually involves 
phys ics o some kind. 
In video games the 
animation rate is 
typically measured in 
FPS (frames per 
second) 
Some games will allow you to see fps by a number in the corner, such as this fps counter from 
Skyrim.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
15 
Sprite In computer graphics, a sprite 
(al so known by other names; see 
Synonyms below) is a two-dimensional 
image or animation 
that i s 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/Spri 
te_(computer_graphics) 
A spri te is a 2d Image 
which is usually put 
into 2d games, but 
can sometimes be 
seen in 3d games fo 
faraway objects or 
characters 
Thi s is an image of some 2d sprites used in a 2d ship flying game 
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 limited 
control , breaking up the 
gameplay and used to advance 
the plot, s trengthen 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 
http://en.wikipedia.org/wiki/Cut 
s cene 
A video game 
cuts cene i s a part of 
the game usually 
used to tell part of 
the s tory or introduce 
a particular enemy or 
bos s. I will typically 
be pre-rendered. 
Thi s image is from a cutscene in the game Dark souls. Although i t does not use many 
cuts cenes i t does use both; pre rendered and in game cutscenes.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
16 
Library 3D graphics have become so 
popular, particularly in video 
games, that specialized APIs 
(application programming 
interfaces) have been created to 
ease the processes in all stages of 
computer graphics generation. 
Thes e APIs have also proved vi tal 
to computer graphics hardware 
manufacturers, as they provide a 
way for programmers to access 
the hardware in an abstract way, 
whi le s till taking advantage of the 
special hardware of any specific 
graphics card. 
http://en.wikipedia.org/wiki/List 
_of_3D_graphics_libraries 
A l ibrary i s typically 
an archive of assets 
and data used in the 
game, from code to 
3d models and 
sounds a library is 
typically used to s tore 
thi s information. 
Thi s image is an example of a sound library which may be used for games or other s imilar 
media.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
17 
UI In computing, a graphical user 
interface is a type of interface 
that allows users to interact with 
electronic devices through 
graphical icons and visual 
indicators such as secondary 
nota tion, as opposed to text-based 
interfaces, typed 
command labels or text 
navigation. GUIs were introduced 
in reaction to the perceived 
s teep learning curve of 
command-line interfaces which 
requi re commands to be typed 
on the keyboard. 
http://en.wikipedia.org/wiki/Gra 
phical_user_interface 
The Us er interface is 
any part of a game 
that the user 
interacts with 
di rectly. this is usually 
in the form of menus 
and displays. 
The above image is the user interface from the game Diablo 3. It is made to be easy to 
understand and use.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
18 
Frames Frame rate, also known as frame 
frequency and frames per second 
, i s the frequency (rate) at which 
an imaging device produces 
unique consecutive images called 
frames. The term applies equally 
wel l to film and video cameras, 
computer graphics, and motion 
capture systems. Frame rate is 
mos t often expressed in frames 
per second (FPS) and is also 
expressed in progressive scan 
monitors as hertz (Hz) 
http://en.wikipedia.org/wiki/Fra 
me_rate 
Frames and 
framerate usually 
refer to the speed at 
which the game runs 
and how smooth the 
animation is. 
In the above image you can see that the livestreamer has the choice of what fps to s tream at. 
Concept In game theory, a solution 
concept is a formal rule for 
predicting how a game will be 
played. These predictions are 
cal led "solutions", and describe 
whi ch strategies will be adopted 
by players and, therefore, the 
result of the game. The most 
commonly used solution 
concepts are equilibrium 
concepts, most famously Nash 
equilibrium. 
http://en.wikipedia.org/wiki/Solu 
tion_concept 
In gaming the term 
concept can actually 
be used to describe 
two things:Solution 
concept which is well 
des cribed in the l eft 
column and A game 
concept, which is the 
idea behind a game. 
Thi s image is concept art for the game Xcom Enemy Unknown. Concept art can be a good 
indicator as to the original concept and plan of the game.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
19 
Event In video games, a quick time 
event (QTE) i s a method of 
context-sensitive gameplay in 
which the player performs 
actions on the control device 
shortly after the appearance of 
an on-screen prompt. It allows 
for l imited control of the game 
character during cut scenes or 
cinematic sequences in the 
game. Performing the prompted 
action improperly or not at all 
results in the character's failure 
at thei r task and often in an 
immediate game over. 
http://en.wikipedia.org/wiki/Qui 
ck_time_event 
An event can also 
have two different 
meanings in games. 
Fi rs tly the 
aforementioned QTEs 
(quick time events) 
which can be an 
e nti re gameโ€™s core 
gameplay mechanic 
or i t could refer to a 
s cripted event which 
i s something that is 
programmed to 
happen. 
The Walking Dead i s a good example of a game which relied on QTEs as a core gameplay 
mechanic. 
Pathfinding Pathfinding in the context of 
video games concerns the way in 
which a moving entity finds a 
path around an obstacle; the 
mos t frequent context is real-time 
s trategy games (in which 
the player directs units around a 
play area containing obstacles), 
but forms of this are found in 
mos t modern video games. 
Pathfinding has grown in 
importance as games and their 
envi ronments have become 
more complex, and as a result, 
many AI software packages have 
been developed to solve the 
problem. 
Pathfinding is the 
wa y a n AI finds itโ€™s 
way around a 3d 
world. Bad 
pathfinding in a game 
wi l l often lead to AIs 
getting lost and 
running into 
obs tacles. 
The Elder Scrolls 5 Skyrim had an interesting function where the player could cast a spell
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
20 
http://en.wikipedia.org/wiki/Pat 
hfinding#In_video_games 
which would show them ta i paths to help them find thier own way around.

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  • 1. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 1 Name: Brandon McNamara RESEARCHED DEFINITION DESCRIBE THE RELEVANCE OF THE RESEARCHED TERM TO YOUR OWN PRODUCTION PRACTICE? IMAGE SUPPORT VIDEO GAMES / VIDEO GAME TESTING Demo A game demo is a freely di s tributed 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/Ga me_demo When a game demo i s released it gives potential buyers a chance to test the game, this i s a gamble however as players could dislike the game after the demo. The a bove image is a screen cap of the s team storeโ€™s demo page, from here a user can download a playable short demo of 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 Beta Beta testing comes after alpha tes ting and can be considered a form of external user acceptance tes ting. Versions of the software, known as beta versions, are released to a limited audience outs ide of the programming team. The software is released to groups of people so that further tes ting can ensure the product has few faults or bugs. Sometimes, beta versions are made available to the open public to increase the feedback field to a maximal number of future users. http://en.wikipedia.org/wiki/Soft ware_testing#Beta_testing A beta is an almost compl ete version of the game which is released to testers or the general public to gauge interest and find bugs and glitches an inner team may mi s s. Above i s a picture of the minecraft beta which lasted over a year and ad millions of players. Alpha Alpha testing is s imulated or actual operational testing by potential users/customers or an independent test team at the developers' site. Alpha testing is often employed for off-the-shelf software as a form of internal acceptance testing, before the software goes to beta testing. http://en.wikipedia.org/wiki/Soft ware_testing#Alpha_testing An alpha is usually an in-house testing program which tes ters and developers use to tes t the game for major gl itches and bugs which may later break the game compl etely. Thi s is a s creenshot taken in the destiny alpha. The alpha was releases to a group of testers and images of i t were leaked to the internet.
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 Pre-Alpha Pre-alpha refers to all activities performed during the software project before testing. These activi ties can include requi rements analysis, software des ign, software development, and unit testing. In typical open source development, there are several types of pre-alpha vers ions. http://en.wikipedia.org/wiki/Soft ware_release_life_cycle The pre-alpha build is any build before alpha, these are works in progress and are only usually seen by developers who use it to check codes and s cripts wok as intended. Above i s a n image of Halo re achโ€™s pre alpha, many changes in UI a nd game graphics a nd mechanics can be seen. Gold The term "release to manufacturing", also known as "going gold", is a term used when a software product is ready to be del ivered or provided to the cus tomer. This build may be digitally signed, allowing the end user to verify the integrity and authenticity of the software purchase. http://en.wikipedia.org/wiki/Soft ware_release_life_cycle#Release _to_manufacturing A gold version is a final version which i s then sold to the general public. While thi s is the final build it may be subject to later patches to fix newly found bugs and errors .
  • 4. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 4 Debug Debug code is computer code introduced to a computer program to test for errors or to help determine the cause of an error. It can be as simple as an echo command to print the value of a variable at certain points of a program. Modern integrated development environments sometimes render this unnecessary by allowing the placement of s top points at specific places in the program, and providing the ability to view the value of variables through the IDE rather than program output. http://en.wikipedia.org/wiki/Deb ug_code Debbugging refers to the practice of Running a debug code into the coding of the game to test the game and remove any bugs The image above is a debug code which can be run into a code to fix any errors or mistakes. Automation
  • 5. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 5 White-Box Testing White-box testing i s a method of tes ting software that tests internal structures or workings of an application, as opposed to i ts functionality. In white-box tes ting an internal perspective of the system, as well as programming skills, are used to des ign test 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. http://en.wikipedia.org/wiki/Whi te-box_testing White box testing focuses on aspects of the code as opposed to the code as a whol e, this i s used improve and s treamline the code. Di fferent coloured box testing with their meaning, these refer to the testers knowledge of the software being tested. Bug A bug or gl itch i s a short-lived fault in a system. It is often used to des cribe a transient fault that corrects i tself, and is therefore di fficult to troubleshoot. The term i s particularly common in the computing and electronics industries, and in circuit bending, as well as among players of video games, although it is applied to al l types of systems including human organizations and nature. http://en.wikipedia.org/wiki/Glit ch A bug i s a glitch in the code which may beak the way the game works later on. The above image is of a glitch/bug in the battlefield 3 beta, by the full release of the game thi s glitch had been fixed
  • 6. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 6 GAME ENGINES GAME ENGINES Vertex Shader Vertex shaders are run once for each vertex given to the graphics processor. The purpose i s to trans form each vertex's 3D pos ition in vi rtual space to the 2D coordinate at which it appears on the s creen (as well as a depth value for the Z-buffer). Vertex shaders can manipulate properties such as position, colour and texture coordinate, but cannot create new vertices. The output of the vertex shader goes to the next stage in the pipeline, which is either a geometry shader i f present, or the ras terizer. Vertex shaders can enable powerful control over the deta ils of position, movement, l ighting, and colour in any scene involving 3D models http://en.wikipedia.org/wiki/Sha der#Vertex_shaders Vertex turn numerical values into 3d Polygons and shapes computing s ize shape and colour. These are needed to see anything in a 3d world. The above image is of an object in a vertex shader, the higher quality model is the vertex shaded model.
  • 7. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 7 Pixel Shader Pixel shaders, also known as fragment shaders, compute colour and other attributes of each fragment. The simplest kinds of pixel shaders output one s creen pixel as a colour value; more complex shaders with mul tiple inputs/outputs are also pos sible. Pixel shaders range from always outputting the same colour, to applying a l ighting value, to doing bump mapping, shadows, specular highlights, trans lucency and other phenomena. They can alter the depth of the fragment (for Z-buffering), or output more than one colour i f multiple render ta rgets are active. http://en.wikipedia.org/wiki/Sha der#Pixel_shaders Pixel shaders turn numerical values into actual visible pixels with colour and organisation, di fferent pixels have di fferent related values. Thi s image shows what difference a pixel shader can make. You can see that the right side is much higher quality and has higher quality textures.
  • 8. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 8 Post Processing Pos t-processing is commonly used in 3D rendering, especially for video games. Instead of rendering 3D objects directly to the di splay, the scene is first rendered to a buffer in the memory of the video card. Pixel shaders are then used to apply pos t-processing filters to the image buffer before displaying i t to the s creen. http://en.wikipedia.org/wiki/Vid eo_post-processing Pos t processing Is the process of adding objects and code to a pre-rendered 3d world. This is necessary to see the impact certain things wi l l have on the game world as a whole. Thi s image is from world of tanks and shows what the world looks like before and after post processing. Rendering Rendering is the process of generating an image from a 2D or 3D model (or models in what col lectively could be called a s cene file), by means of computer programs. Also, the results of such a model can be cal led a rendering. A s cene file conta ins objects in a s trictly defined language or data s tructure; it would contain geometry, viewpoint, texture, l ighting, and shading information as a description of the vi rtual s cene. http://en.wikipedia.org/wiki/Ren dering_(computer_graphics) Rendering is a way of turning lines of code and numerical values into a vi rtual but vi s ible world. This is necessary to be able to see a game. Above i s an image of an unrendered 3d map, currently you can only see the wireframes and l ight sources
  • 9. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 9 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 โ€“ an implementation of bump mapping. It is used to add deta ils 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/Nor mal_mapping Normal maps add deta il where previously none would exist by creating an i llusion of l ight. Thi s in an image of a normal map for a metal panel. The different colours show where light should hit and where shadow should be created. Entity An enti ty i s something that exists in i tself, actually or hypothetically. It need not be of material existence. In particular, abs tractions and legal fictions are usually regarded as entities. In general, there is also no presumption that an entity i s animate. http://en.wikipedia.org/wiki/Enti ty In gaming an entity i s any dynamic object not including the player. Usually in the form of an NPC or item. Thi s is an image of traffic in GTA3. Each of the cars i s classed as a separate entity just as are the people inside
  • 10. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 10 UV Map UV mapping is the 3D modelling process of making a 2D image representation of a 3D model's surface. http://en.wikipedia.org/wiki/UV_ mapping A UV map i s used to s implify building 3d objects by running a program which will turn a 2d image into a 3d object, usually a terrain. Thi s is an image of the uv map of a gorilla and the 3d object i t creates. Procedural 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, grani te, metal, s tone, and others. http://en.wikipedia.org/wiki/Pro cedural_texture Procedural textures are textures which are generated during the game to create di fferent textures and prevent the same texture being used repeatedly. The game above, overgrowth, uses procedural textures to create the ground and buildings.
  • 11. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 11 Physics Computer animation physics or game physics involves the introduction of the laws of phys ics into a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the obs erver. Typically, simulation phys ics is only a close approximation to real physics, and computation is performed us ing discrete values. http://en.wikipedia.org/wiki/Ga me_physics In games physics is usually used to emulate real life phys ics. While in some games this i s used as a gimmick in others it is used as an integral part of gameplay. The above gam, Armadillo Run, was a game based entirely on using physics to achieve a goal. The phsics in this had to be perfect and intuitive as to make the game playable.
  • 12. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 12 Collision Col l ision detection typically refers to the computational problem of detecting the intersection of two or more objects. While the topic is most often associated with its use in video games and other physical s imulations, it also has applications in robotics. In addition to determining whether two objects have collided, col l ision detection systems may al so calculate time of impact (TOI), and report a contact manifold (the s et of intersecting points). http://en.wikipedia.org/wiki/Colli s ion_detection Col l ision is when wo objects hit each other. Col lision is used to detect many things in games such as bullet Impacts, car crashes and even when the player is touching the ground. The above image shows a diagram of collision. You can see that the two sprites cross over and this is the collision zone. Lighting In computer graphics, per-pixel l ighting refers to any technique for l ighting an image or s cene that calculates illumination for each pixel on a rendered image. Thi s is in contrast to other popular methods of lighting such as vertex lighting, which calculates illumination at each vertex of a 3D model and then interpolates the resulting values over the model's faces to calculate the final per-pixel colour values. http://en.wikipedia.org/wiki/Per-pixel_ lighting Lighting i s any technique which brightens the s creen. It i s sometimes used with shadows to creat a more realistic game world. Thi s light map shows how l ighting i s used In a 3d environment. It shows how the vi sual light
  • 13. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 13 source is supplemented to make it look realistic. AA โ€“ Anti- Aliasing Temporal anti-aliasing seeks to reduce or remove the effects of temporal aliasing. Temporal al iasing i s caused by the sampling rate (i .e. number of frames per second) of a scene being too low compared to the transformation speed of objects inside of the s cene; this causes objects to appear to jump or appear at a location instead of giving the impression of smoothly moving towards them. To avoid aliasing arti facts altogether, the sampling rate of a s cene must be at least twice as high as the fastest moving object. http://en.wikipedia.org/wiki/Te mporal_anti-aliasing Anti - aliasing reduces the jumps and s tutters associated with low frame rate by adding a small amount of blur to the edges of moving enti ties. The above image shows a line, both aliased and Anti-Aliased. While both l ines are the same resolution, from far away the aliased l ine would look lower quality.
  • 14. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 14 LoD โ€“ Level of Detail In computer graphics, accounting for level of detail involves decreasing the complexity of a 3D object representation as i t moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. Level of deta il techniques increases the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced vi sual 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/Lev el_of_detail The level of detail commonly refers to the practice of lowering a textures quality as the viewer moves further away. Thi s image represents the quality of a 3d mesh as the player moves further away. Animation Computer animation, or CGI animation, is the process used for generating animated images by us ing computer graphics. The more general term computer-generated imagery encompasses both s tatic scenes and dynamic images while computer animation only refers to moving images. http://en.wikipedia.org/wiki/Co mputer_animation Animation in gaming refers to movement, an animate object is a moving one. This usually involves phys ics o some kind. In video games the animation rate is typically measured in FPS (frames per second) Some games will allow you to see fps by a number in the corner, such as this fps counter from Skyrim.
  • 15. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 15 Sprite In computer graphics, a sprite (al so known by other names; see Synonyms below) is a two-dimensional image or animation that i s 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/Spri te_(computer_graphics) A spri te is a 2d Image which is usually put into 2d games, but can sometimes be seen in 3d games fo faraway objects or characters Thi s is an image of some 2d sprites used in a 2d ship flying game 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 limited control , breaking up the gameplay and used to advance the plot, s trengthen 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 http://en.wikipedia.org/wiki/Cut s cene A video game cuts cene i s a part of the game usually used to tell part of the s tory or introduce a particular enemy or bos s. I will typically be pre-rendered. Thi s image is from a cutscene in the game Dark souls. Although i t does not use many cuts cenes i t does use both; pre rendered and in game cutscenes.
  • 16. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 16 Library 3D graphics have become so popular, particularly in video games, that specialized APIs (application programming interfaces) have been created to ease the processes in all stages of computer graphics generation. Thes e APIs have also proved vi tal to computer graphics hardware manufacturers, as they provide a way for programmers to access the hardware in an abstract way, whi le s till taking advantage of the special hardware of any specific graphics card. http://en.wikipedia.org/wiki/List _of_3D_graphics_libraries A l ibrary i s typically an archive of assets and data used in the game, from code to 3d models and sounds a library is typically used to s tore thi s information. Thi s image is an example of a sound library which may be used for games or other s imilar media.
  • 17. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 17 UI In computing, a graphical user interface is a type of interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary nota tion, as opposed to text-based interfaces, typed command labels or text navigation. GUIs were introduced in reaction to the perceived s teep learning curve of command-line interfaces which requi re commands to be typed on the keyboard. http://en.wikipedia.org/wiki/Gra phical_user_interface The Us er interface is any part of a game that the user interacts with di rectly. this is usually in the form of menus and displays. The above image is the user interface from the game Diablo 3. It is made to be easy to understand and use.
  • 18. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 18 Frames Frame rate, also known as frame frequency and frames per second , i s the frequency (rate) at which an imaging device produces unique consecutive images called frames. The term applies equally wel l to film and video cameras, computer graphics, and motion capture systems. Frame rate is mos t often expressed in frames per second (FPS) and is also expressed in progressive scan monitors as hertz (Hz) http://en.wikipedia.org/wiki/Fra me_rate Frames and framerate usually refer to the speed at which the game runs and how smooth the animation is. In the above image you can see that the livestreamer has the choice of what fps to s tream at. Concept In game theory, a solution concept is a formal rule for predicting how a game will be played. These predictions are cal led "solutions", and describe whi ch strategies will be adopted by players and, therefore, the result of the game. The most commonly used solution concepts are equilibrium concepts, most famously Nash equilibrium. http://en.wikipedia.org/wiki/Solu tion_concept In gaming the term concept can actually be used to describe two things:Solution concept which is well des cribed in the l eft column and A game concept, which is the idea behind a game. Thi s image is concept art for the game Xcom Enemy Unknown. Concept art can be a good indicator as to the original concept and plan of the game.
  • 19. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 19 Event In video games, a quick time event (QTE) i s a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen prompt. It allows for l imited control of the game character during cut scenes or cinematic sequences in the game. Performing the prompted action improperly or not at all results in the character's failure at thei r task and often in an immediate game over. http://en.wikipedia.org/wiki/Qui ck_time_event An event can also have two different meanings in games. Fi rs tly the aforementioned QTEs (quick time events) which can be an e nti re gameโ€™s core gameplay mechanic or i t could refer to a s cripted event which i s something that is programmed to happen. The Walking Dead i s a good example of a game which relied on QTEs as a core gameplay mechanic. Pathfinding Pathfinding in the context of video games concerns the way in which a moving entity finds a path around an obstacle; the mos t frequent context is real-time s trategy games (in which the player directs units around a play area containing obstacles), but forms of this are found in mos t modern video games. Pathfinding has grown in importance as games and their envi ronments have become more complex, and as a result, many AI software packages have been developed to solve the problem. Pathfinding is the wa y a n AI finds itโ€™s way around a 3d world. Bad pathfinding in a game wi l l often lead to AIs getting lost and running into obs tacles. The Elder Scrolls 5 Skyrim had an interesting function where the player could cast a spell
  • 20. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 20 http://en.wikipedia.org/wiki/Pat hfinding#In_video_games which would show them ta i paths to help them find thier own way around.