SlideShare a Scribd company logo
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: 
Michael 
Hughes 
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) 
`1VIDEO 
GAMES / 
VIDEO 
GAME 
TESTING 
Demo A game demo is a free (usually 
shortened) version of a game. This 
demo is not the full game however 
lets the people accessing it look at 
what the in-game content is like 
and for the developer, allows him 
to get reviews of the game or 
public opinion. 
A game demo can be used 
in order to give the public 
opinion of the game and 
make any last minute 
touches on the game; a 
game demo is usually to 
give the public a quick 
portion of game play. This 
al lows a user to make a 
final judgement of whether 
they would like to purchase 
the game. The reason 
demos are free is so it i s 
not only more convenient 
for the us ers but also 
because i t is a small 
proportion of the game. 
Thi s picture shows the game watch dogs i n two forms of demo’s. For PC on the left and PS4 
on the right.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
Beta The beta stage of a video game is 
usually the third s tage of 
development in any video game 
bes ides alpha and pre-alpha. This 
s tage can sometimes be given 
access to by a developer for testing 
purposes. 
https ://uk.answers.yahoo.com/que 
s tion/index?qid=20081019143302A 
AIBseY 
A beta stage is usually the 
thi rd or fourth 
development of any game. 
Developers will usually 
re l e ase a “beta-test” of 
perhaps a multiplayer or 
s ingle player section of a 
game. This is so the public 
can find bugs or glitches in 
a game that may cause 
game play disturbance. This 
i s a beta stage so usually all 
progress is reset however 
some game companies 
such as EA (Battlefield) 
al lowed you to keep 
progress after beta. 
I 
wann 
a be 
the 
boshy: 
The 
beta 
vers io 
n of 
the 
final 
bos s 
fight 
which 
has 
s ince been improved and re-tested. 
Alpha The alpha stage of a video game or 
piece of software is where 
developers test their product 
thems elves to ensure the software 
runs as efficiently and as smoothly 
as they wanted it too. 
https ://answers.yahoo.com/questi 
on/index?qid=20110119184650AAf 
wy7x 
The alpha stage of 
development is the 2nd 
s tage of development, I 
know this because there 
are 4 s tages in total (pre-alpha, 
alpha, beta, gold) 
The alpha stage is for 
developers to play test 
thei r product in order to 
tes t for bugs, play for 
general enjoyment and see 
how long the content they 
have created will last in 
terms of duration. 
The ga me “Mi necraft” in i t’s alpha development stages. With the cre ator a nd s ound producer 
in-game testing.
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 is before the alpha stage, 
i t i s where the core of the 
game/mechanics are developed 
such as the engine, textures, 
sounds etc. After these basic 
sys tems are put into place, the 
game development stage 
progresses to alpha. 
http://forum.ea.com/eaforum/post 
s /l ist/440511.page 
The pre-alpha stage of 
development is the primary 
s tage of developing a game. 
The pre-alpha stage is 
where the entire main 
features such as physics, 
graphics etc. are 
implemented, and this is 
introduced because these 
are the main building 
blocks for any game. 
http://www.youtube.com/watch?v=rgrrcJb_BaE 
The l ink shows a video of a standalone game known as Day Z, at which point was being played 
in pre-alpha stages, s howing generic functions of the game’s engine. 
Gold 
When a game has gone gold, it 
means that they have finished the 
final release build and i t can now 
be sent for production. 
http://www.neowin.net/forum/top 
ic/85622-what-does-gone-gold-means/ 
Gold is referenced to be a 
finalized version of the 
game. When a game is 
a nnounced “gold”. It should 
be released and ready to 
purchase fairly close to that 
time. Gold is really the final 
product that i s produced 
from al l stages of 
development. 
The ga me “GTA V” a nnounce d to be in “gold” by the cre ators: Rockstar.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
Debug In computers, debugging is the 
process of locating and fixing or 
bypassing bugs (errors) in computer 
program code or the engineering of 
a hardware device. 
http://searchsoftwarequality.techt 
arget.com/definition/debugging 
Debugging is generally for 
de ve lopers. This “mode” of 
the game is created in 
order to seek out bugs that 
may occur during 
gameplay, why they occur, 
how they occur and what 
can be done to fix said bug 
when developing the game 
further. It can be used 
however in games such as 
Minecraft with open source 
code to modify or “mod” 
the game to their liking. 
The debug interface for Minecraft for PC, showing variables and block regions that otherwise 
coul d not be s een, the crosshair a lso shows the game’s dimensions. 
Automation 
The process of making an apparatus 
or object operates automatically. 
Automation i s the process 
of making objects move 
automatically. This gives 
the game a real feeling that 
mos t objects could not 
naturally do, it can also be 
used in horror games to 
show doors opening by 
thems elves 
Are any s imilar concept. 
http://www.youtube.com/watch?v=c-AafWkwtao 
The video shows how to implement moving platforms with coding. The automation in this 
video it the platform itself. 
White-Box 
Testing 
White Box Testing i s known as 
Code-Based Testing. White box 
tes ting i s the software testing 
method in which internal structure 
i s being known to tester who i s 
going to test the software. 
http://www.webopedia.com/TERM 
/W/White_Box_Testing.html 
White box testing can be 
used in order to allow 
developers the testing they 
need along with code so 
they can alter any issues 
they may have, i t is 
conve nient because i t’s a 
vi ta l role in a games 
development and also 
saves the developers a lot 
of time. 
http://www.youtube.com/watch?v=3CHRUAMIrVE 
Thi s FPS game is being white box tested for the first time the entire length of the video for 
l ighting and geometry purposes.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
5 
Bug A bug i s a technical failure in a 
game that causes an unpredicted 
result. In games they can crop up 
with each feature that is added 
which is why bug fixing is crucial. - 
me 
A bug i s an error with code 
and can cause in most cases 
minor or even major issues 
with a games performance. 
The performance of a game 
i s vi tal, if bugs continue to 
occur i t can be a real issue 
for the developers as they 
need to contribute more 
time into making the game 
more smooth and fixing 
bugs . 
http://hydramedia.cursecdn.com/minecraft.gamepedia.com/c/cc/12550821line.png 
Thi s shows a minecraft bug ca lled the “farlands” where the game has a ge neration e rror and 
runs extremely slowly at 12.5million blocks in 1 di rection. 
GAME 
ENGINES 
GAME 
ENGINES 
Vertex Shader In computer graphics, shades are 
commonly used in game engines. 
They are a computer program that 
calculates what to shade defending 
upon the co-ordinates i t gives to 3D 
objects. Vertex shades run once 
along a vertex and can manipulate 
properties like position, lighting and 
colour. 
http://en.wikipedia.org/wiki/Shade 
r#Vertex_shaders 
Vertex shaders are put into 
place to make objects look 
s l ightly more realistic. It 
al so gives 3D models 2D co-ordinates 
in a virtual world. 
For ins tance, if developers 
need to change the models 
of an object when level 
des igning a developer could 
make a mountain terrain by 
s tretching some of these 
vertices. 
The images here show a tea cup but vertex shaders have been put into place i t makes the 
object look much more realistic. 
http://web.media.mit.edu/~gordonw/OpenGL/images/teapot_vertexShader.jpg
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
6 
Pixel Shader Pixel shades can be used for detail. 
The more complex pixel shades can 
use mathematical functions to 
calculate what is needed to be 
blurred amongst the terrain. 
Pixel shaders are most 
commonly put into place to 
primarily bring objects 
forward in a game (basically 
giving them more detail). 
Thi s allows for the terrain 
and objects within a game 
to appear more suited to 
thei r surroundings. For 
ins tance, the statue on the 
right appears to have detail 
in the face and hair, 
including a couple of cracks 
within the torso, whereas 
without the pixel shader, 
the detail has been 
removed from the s tatue 
and the s tatue looks quite 
bland and simple, therefore 
showing how detail can be 
affected by the pixel 
shaders. 
Thi s pixel shader shows detail to one side where the pixel shaders have been used, however 
without the pixel shader, the model is limited to detail and s carce of colour. 
http://assets.overclock.net.s3.amazonaws.com/4/4e/4e776cf7_vbattach2843.jpeg
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
7 
Post Processing 
“Addi tionally, post-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 shadersare 
then used to apply post-processing 
fi l ters to the image buffer before 
di splaying it to the s creen. Post-processing 
allows effects to be used 
that require awareness of the 
enti re image (since normally each 
3D object i s rendered in isolation). 
Such effects include: High dynamic 
range rendering, Bloom ,Motion 
blur ,Screen Space Ambient 
,Occlus ion, Cel shading, Crepuscular 
rays , Fi lm grain simulation, Depth 
of fi e ld, Shadow mapping” 
http://en.wikipedia.org/wiki/Video 
_pos t-processing 
Pos t processing is used 
when a game needs such 
effects such as shadow 
mapping and depth of field. 
Thi s is why a loading screen 
i s put in place instead of 
seeing the map render with 
pos t processing, i t appears 
more pleasant to a player. 
The reason why developers 
put pos t processing in is 
because usually each object 
i s i solated and would not 
have shadows depending 
on other objects, making i t 
appear with different 
shadows than normal 
making the game feel more 
realistic because of correct 
l ighting and shadows that 
depend on the terrain 
around i t. 
Thi s image shows the middleware games development e ngine and i t’s post processing when 
enabled and disabled. 
http://gamingdead.com/wp-content/uploads/2013/05/vlcsnap.jpg
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
8 
Rendering 
Rendering is a process which 
generates 2D and 3D models and 
des igns. In the gaming industry, the 
rendering process gives actions, 
models and animations their final 
touch. 
Rendering is used in games 
to generate the game itself. 
For example: levels in 
games are made through 
thi s technique and are 
fluently made both with 
rendering, post processing 
and spawning to create the 
ga me ’s level or world. This 
ensures the world works as 
i t should and all the entities 
and RNG related data is 
created as realistically as 
pos sible. 
http://i .telegraph.co.uk/multimedia/archive/02681/Minecraft-Poole-Ha_2681157b.jpg 
Rendering in minecraft is constantly happnening when a player vi sits an unexplored region of 
the loaded world, i t will generate new terrain upon arrival. 
Normal Map A normal map is a 2D image 
repl icating a 3D map model used to 
determine surface normal. (Surface 
di rection) etc. 
https ://forums.epicgames.com/thr 
eads/677015-What-exactly-is-a-normal- 
map-a-specular-map-etc 
Normal mapping is used 
when designing an object 
that i s not adapting well o 
the environment 
surrounding i t, or to give an 
object a better look or feel 
in a game. For instance; the 
‘fa ke ’ lighting and bumps 
that can be included can 
make an object stand out 
or generally have more 
deta il. http://media.indiedb.com/images/games/1/14/13050/NormalAddition.jpg 
Thi s shows normal mapping to a game character.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
9 
Entity An enti ty i s anything that exists 
wi thin the game’s development 
that appears to be alive. Usually 
NPC’s or movi ng objects ca n be 
portrayed as entities. 
Enti ties are very important 
to a game, they make up 
the world around the 
landscape and make any 
NPC’s , obje cts, and a few 
more us eful features in 
games such as vehicles or 
weapons. An entity has its 
own set of unique 
characteristics, for instance 
one NPC could walk around 
whi lst another could s tand 
in place. 
The l ist of entities valve released for the environment of some of their games. Mainly to 
“modi fy” the game. (This image was uploaded to screenshot by mys elf). 
UV Map UV mapping is the process of 
creating a 2D image, from a 3D 
map, i t is the process in which can 
be seen the whole of the terrain 
through a single flat image and is 
us e d well for “maps” a nd guides of 
the game. 
UV mapping is used when 
maybe showing a map of 
the landscape to a player, 
rather than having a globe 
that i s s crolled around. If 
the map for a game is flat it 
makes the terrain easier to 
navigate and find particular 
places. It can also be used 
by developers to see which 
part of the game they need 
to add or take away from. 
The gori lla character has been UV mapped to show a flat face. 
http://www.uvmapper.com/uvmp035a_big.png
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
10 
Procedural 
Texture 
Procedural textures are algorithms 
that are used in order to generate 
real life like nature texture such as 
wood, plants and water; they use 
languages in programming that 
grasp colour well enough to do so. 
Prodcedural textures are 
used in a game too 
generate a more realistic 
type of graphics in specific 
objects, including things 
made from wood, metal 
and s tone. 
The wood in this image has procedural texture showing different 
Types of wood in the design. 
http://www.inear.se/wp-content/uploads/2010/05/wood1.jpg 
Physics The Phys ics engine is a computer 
program that detects life l ike 
phys ical attributes in a game such 
as gravity, body dynamics etc. it i s 
useful when creating first person 
shooters and RTS games. 
http://en.wikipedia.org/wiki/Physic 
s_engine 
Phys ics are used in 
videogames in order to 
generate far more realistic 
properties and attributes to 
a video game. Personally I 
bel ieve that physics are 
important to any aspect of 
a game as it really does 
make the game come to 
l i fe and act certainly l ife 
l ike. A game I liked with a 
s trong access of physics 
wa s “Portal 2” a s shown on 
the right. In this game i t 
really does make a 
di fference because of the 
puzzl ing aspect of the game 
and trying to figure out 
how to solve i t using the 
phys ics applied in the 
game. 
Phys ics are shown here from the blue gel being fire from the opening and the gel falling down 
to the ground (gravity) and through the orange portal below it then falls from the blue portal 
to the top. 
http://bulk2.destructoid.com/ul/199581-header.jpg
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
11 
Collision Col l isions or “colliding” i s when two 
objects in a game touch and have a 
reaction after colliding, this is used 
in order to make certain functions 
such as triggers work. 
Col l isions are used in games 
to mainly make two 
di fferent singularities or 
objects interact with each 
other in such a way that 
they would have some form 
of outcome when colliding. 
For ins tance; the ball in the 
video reacts with each 
block of the wall. This 
showing the colliding 
objects and how important 
i t i s for objects to interact 
with each other. Take into 
account that this collision is 
too apply the laws of 
phys ics to the game too 
and to make the objects 
react as they would in real 
l i fe. I think this is important 
to any game as all games 
(even small and simple 
games such as pong) 
requi re this interaction. 
http://www.youtube.com/watch?v=Ue_zs0CY9fk 
The video shows a test for the collision of triangle mesh with ball and cubes in blender 2.5 
engine.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
12 
Lighting Lighting Is used in order to make 
dark places in the game appear 
brighter, i t gives dark places such as 
houses and other large buildings 
within a game visibility when 
entering, i f the l ighting was not 
Implemented into the engine, then 
the room would appear black. 
Light i s a very important 
factor in games. This 
includes any form of 
darkness that should be lit. 
Lighting is given to an 
object to make i t appear 
brighter, correct to the 
terrain and shadowing. 
Lighting i s (in my opinion) 
one of the most important 
attributes of a game, it i s 
used in dark places in order 
to make them appear more 
realistic to weather or just 
to make the player actually 
vi s ibly see what they are 
looking at during game 
play. 
Thi s image shows runescape’s “high detail” s etting with the torches that show light being 
emi tted from them within the terrain. 
http://img2.wikia.nocookie.net/__cb20121014193750/runescape/images/1/1a/Taverley_Du 
ngeon_lava.png 
AA – Anti- 
Aliasing 
“Antialiasing i s a way of smoothing 
edges. Computer monitors display 
pixels, but real objects have curves 
and l ines. In order to display these 
on a computer monitor, the edge i s 
often jagged. Antialiasing helps 
reduce the problem by s lightly 
blurring edges to the point where 
jagged lines don't show easily or at 
a l l.” 
http://compreviews.about.com/od/ 
PC-Gaming/a/What-is-antialiasing-in- 
PC-games.htm 
Anti -aliasing is the process 
of smoothing edges in a 
computer game. But 
because edges are 
di splayed in pixels, i t blurs 
the edges to reduce the 
problem of jagged lines. 
Thi s is attention to detail 
when creating a game. In 
my opinion, Anti-aliasing 
i s n’t as important as some 
other features, especially 
when making a cell shaded 
game. 
Thi s image shows anti-aliasing because on the enabled AA (right side) the wooden beams 
appear smoother around the edges than the left image (without AA). 
http://solidlystated.com/content/2011/06/divinity2-anti-aliasing.jpg
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
13 
Level of Detail The LOD (level of detail) is the 
amount of detail that has been put 
into terrain of a game. This includes 
objects and sprites, as well as 
animations. The level of detail in a 
game can be important most of the 
time as most game developers 
want to capture real l ife s cenarios. 
The level of detail in a game 
i s the amount of detail in a 
game. Based on graphics, 
l ighting and a few other 
settings. However level of 
deta il in games 
(s ometimes) isn’t a n 
important issue. For 
e xa mple, “mine craft” i s a 
very pixelated game 
although i t is popular, 
showing that level of detail 
i s n’t eve rything. But, l evel 
of deta il can be very 
important when developers 
want there games to be far 
more realistic. For instance, 
the ga me “destiny” re ally 
tries to emerge a player in a 
futuri stic setting with i ts 
vas t level of detail. 
http://s tatic.gamespot.com/uploads/original/152/1525982/2371525-9614057941-longi.jpg 
Thes e weapons for a game in progress are showing the amount of detail between a s imilar 
shape with some more details added each time it has been modelled. 
Animation Animation is the process in which 
something moves, the steps it takes 
to walk, or the arms it moves when 
throwing an object, these 
animations are important to give a 
character movement and actions. 
Animation in games is an 
extremely important 
aspect. This is because a 
vas t vast majority of games 
wi l l require animation 
(especially modern day 
games). The reason 
animations are used so 
much i s because i t brings 
forward life like game play 
due to entities, objects and 
NPC’s movi ng instead of 
being fixed in place the way 
they are designed. Too me, 
thi s is probably the most 
important factor when 
creating games. 
http://img1.wikia.nocookie.net/__cb20130701134137/2007s cape/images/3/37/TzTok- 
Jad_Animations.gif 
Thi s .gif shows animations of an NPC within Rune-Scape that has different animations for the 
specific attacks, showing i ts relevance in the game.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
14 
Sprite A spri te is the design of a character 
and i s used on a 2D basis. 
A spri te is a 2D image that 
moves on a flat screen, this 
i s particularly popular in 2D 
platformers or s ide 
s crol lers, it can also be used 
in very very bas ic imagery 
in 3D Fi rst person shooters 
or othe r ge nres’ of games, 
such as the moon or clouds 
that are very far away from 
the player. Often in this 
s ituation, sprites will be 
created to appear 3D from 
a specific angle. 
http://i .imgur.com/LT2w0.png 
Thi s image shows a variety of sprites and there appearences in the game. 
Scene A cut s cene or “event s cene” 
sometimes in-game cinematic or 
s toryl ine movie, is a section of the 
game where a player has limited 
control and this is used to show 
other features. 
Cut s cenes are very 
important to a game, they 
break up game play in a 
way that gives the player 
time to take in a story l ine, 
perhaps just a break in 
game play to give the 
player a rest from the 
playing the game. Cut 
s cenes are increasingly 
important with story l ine, 
often times portraying 
cinematic effects that in 
game play, i s simply 
impossible, even if the cut 
s cene is pressing buttons to 
animate the character to 
move or ta lk to an NPC. 
http://www.youtube.com/watch?v=F-Uin3mj4mk 
Pe rs onally my fa vourite cutscenes from “Call of duty: World at war”
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
15 
Library A l ibrary i s a collection of non-volatile 
resources on a computer 
that contributes to the 
development of a piece of 
software. For example all of the 
fi les of code in a java game (.java 
fi les) would all be located in the IDE 
program eclipse. This makes it a 
l ibrary of files that can be changed. 
A l ibrary i s a place where all 
fi l es from a games’ 
development are stored. 
Thi s shows everything that 
has been developed in the 
games and the places in 
which they can be edited. 
Thi s is extremely important 
for developers as they 
requi re to keep things 
organised and in 
correlation with each other. 
From personal experience; 
l ibraries of files are one of 
the mos t important 
features in games purely 
due to the mass amount of 
content you can create and 
how hard i t is too recover 
or find lost or corrupt files 
with errors or bugs. 
Library 
of fi les in IDE eclipse showing structures to a game. 
http://kuikie.com/data/resources/images/eclipse-ide-working-with-java-classes_2.png
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
16 
UI The us er interface i s the space 
where interactions between the 
human and machines and 
mechanics occur. 
http://en.wikipedia.org/wiki/User_i 
nterface 
A user interface is very 
important, i t produces a 
game frame for the player 
to work with and explore. 
Thi s game frame is 
pe rs onally (from a gamers’ 
point of view) a somewhat 
important feature because 
functions and actions 
should be performed in this 
interface, although just 
because a UI is important, it 
doe sn’t mean it necessarily 
needs to be detailed or high 
in graphics/animations. This 
i s because i t is simply a 
place for things to be 
executed such as loading a 
game, finding an online 
player or invi ting friends to 
play. 
The us er interface for the ra ce “Protoss” i n starcraft 2. This s hows one of three unique UI’s 
which depend on the race you play, as shown it is given a metallic look and finish as the 
protos s race is based around this. 
http://images.bit-tech.net/content_images/2010/03/starcraft-2-beta-first-impressions/ 
starcraft2_2010_42.jpg 
Frames Frames is the still image that a 
game produces, projecting the 
vi rtual world to reality. 
Frames are used in “frames 
per second” in order to 
show how many s till images 
are being produced p/secs. 
For ins tance; 60 FPS would 
equal 60 s till images of a 
game p/secs. For modern 
day games, 60 FPS i s good. 
Although Frames are 
important to games, FPS is 
a less important factor , 
games can be played with a 
low FPS although many fans 
do not l ike low FPS. More 
powerful units are bought 
to tes t a games potential. 
In thi s image, we see a camera with 20 s till images per second, or 20 FPS. Where as a 
projector has 10 FPS (10 s till images). 
http://s lowmotioncamera.com/wp-content/ 
uploads/2014/03/OvercrankingTimelineForSlowMotion.png
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
17 
Concept 
“Something formed in the mind; a thou 
ght or notion. See Synonyms at idea.” 
http://www.thefreedictionary.com/ 
concept 
Concept in games, is the 
thought and imagination of 
art behind the game i tself. 
For ins tance; games could 
not be created without a 
vi s ion of designers knowing 
what they want their game 
to be about. A piece of 
“conce pt” a rt, is to produce 
a base or idea about an 
NPC, Playable character, 
object, entity, or even 
object within the game that 
can be designed and 
imagined, this image is then 
given to an artist who can 
modi fy (in certain and 
res tricted ways) or produce 
that replica of the art as 
either a 2D or 3D model 
digitally. 
http://img3.wikia.nocookie.net/__cb20090821033631/s tarcraft/images/9/93/Viking_SC2_Cn 
cpt1.jpg 
Thi s piece of concept art has been done for the Starcraft II unit: The Viking.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
18 
Event An event i s something significant 
that happens or just generally 
happens for a reason. 
In computer games, events 
are triggered, commonly on 
specific variables, settings 
or when a player 
progresses far enough into 
the game to acquire a new 
part of content. For 
ins tance, in a personal 
fa vourite ga me, “Halo 4” 
the player finishes a level 
when he reaches a bridge 
in the level. This is a good 
example, as the player has 
to fight his way through 
chal lenging enemies to 
eventually get to the cut 
s cene of the game in which 
cas e i s also an event 
because is has been 
triggered by the player 
setting foot in that location. 
http://www.youtube.com/watch?v=4lga2EDmXi0 
Thi s video shows the final fight in halo 4 and cutscene that plays once the event has been 
triggered (by the player entering the final part of the level).
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
19 
Path finding Path finding in the gaming industry 
i s the motion of an NPC or Object 
navigating i ts way through solid 
objects that cannot be walked 
through, or a path that is safe to 
walk on. 
Some games do not use 
path finding, such as both 
2D and 3D plat-formers, 
thi s is to allow hazards to 
occur for the player to 
manipulate and navigate 
thei r way around. But 
bes ides these games, a lot 
of other games such as 
“Re a l ti me strategy’s” a nd 
RPG’s us e this in order to 
s imulate a player walking as 
fas t as they can to a 
des tination, without path 
finding, a player cannot find 
thei r way to a location i f 
thei r initial process of 
moving is to send them to 
somewhere rather than the 
player controlling its 
movement. 
https ://forums.unrealengine.com/attachment.php?attachmentid=8420&d=1407499458 
Thi s image shows a basic form of plat-forming to get around the blocks (solid objects) the 
fas test route the ci rcle can take.

More Related Content

What's hot

Callum deighton engine terminology
Callum deighton engine terminologyCallum deighton engine terminology
Callum deighton engine terminologyDeightonater
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
Ben_Atherton
 
Game Engine Terminology
Game Engine TerminologyGame Engine Terminology
Game Engine Terminology
MagicalPotato9000
 
Y1 gd engine_terminology (1)
Y1 gd engine_terminology (1) Y1 gd engine_terminology (1)
Y1 gd engine_terminology (1)
TomCrook
 
Y1 gd engine_terminologY
Y1 gd engine_terminologYY1 gd engine_terminologY
Y1 gd engine_terminologY
ElliotBlack
 
Engine Terms
Engine TermsEngine Terms
Engine Terms
Stuart_Preston
 
Ro y1 gd engine terminology
Ro y1 gd engine terminologyRo y1 gd engine terminology
Ro y1 gd engine terminology
rafiqfps
 
Anthony Bowes task 1 IG unit 70
Anthony Bowes task 1 IG unit 70Anthony Bowes task 1 IG unit 70
Anthony Bowes task 1 IG unit 70bowes96123
 
RO Y1 GD Engine Terminology
RO Y1 GD Engine TerminologyRO Y1 GD Engine Terminology
RO Y1 GD Engine Terminology
rafiqfps
 
Y1 gd engine_terminology ig2 game engines
Y1 gd engine_terminology ig2 game enginesY1 gd engine_terminology ig2 game engines
Y1 gd engine_terminology ig2 game engines
Lewis Brierley
 
Y1 gd engine_terminology ig2 game engines
Y1 gd engine_terminology ig2 game enginesY1 gd engine_terminology ig2 game engines
Y1 gd engine_terminology ig2 game engines
Lewis Brierley
 
Y1 gd engine_terminology (1) (4)
Y1 gd engine_terminology (1) (4) Y1 gd engine_terminology (1) (4)
Y1 gd engine_terminology (1) (4)
TomCrook
 
iain goodyear game engines definitions woprks 2 cristian galliano
iain goodyear game engines definitions woprks 2 cristian gallianoiain goodyear game engines definitions woprks 2 cristian galliano
iain goodyear game engines definitions woprks 2 cristian galliano
crisgalliano
 
Y1 gd engine_terminology (2)
Y1 gd engine_terminology (2)Y1 gd engine_terminology (2)
Y1 gd engine_terminology (2)
crisgalliano
 
The Purposes and Functions of components of Game Engines
The Purposes and Functions of components of Game EnginesThe Purposes and Functions of components of Game Engines
The Purposes and Functions of components of Game Engines
wdhanuka
 
Y1 gd engine_terminology (1)
Y1 gd engine_terminology (1) Y1 gd engine_terminology (1)
Y1 gd engine_terminology (1)
TomCrook
 
Engine technology worksheet
Engine technology worksheet Engine technology worksheet
Engine technology worksheet
nazaryth98
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
NeilRogero
 
Game engine terminology/glossary
Game engine terminology/glossaryGame engine terminology/glossary
Game engine terminology/glossary
gordonpj96
 

What's hot (20)

Callum deighton engine terminology
Callum deighton engine terminologyCallum deighton engine terminology
Callum deighton engine terminology
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Game Engine Terminology
Game Engine TerminologyGame Engine Terminology
Game Engine Terminology
 
Y1 gd engine_terminology (1)
Y1 gd engine_terminology (1) Y1 gd engine_terminology (1)
Y1 gd engine_terminology (1)
 
Y1 gd engine_terminologY
Y1 gd engine_terminologYY1 gd engine_terminologY
Y1 gd engine_terminologY
 
Engine Terms
Engine TermsEngine Terms
Engine Terms
 
Ro y1 gd engine terminology
Ro y1 gd engine terminologyRo y1 gd engine terminology
Ro y1 gd engine terminology
 
Anthony Bowes task 1 IG unit 70
Anthony Bowes task 1 IG unit 70Anthony Bowes task 1 IG unit 70
Anthony Bowes task 1 IG unit 70
 
RO Y1 GD Engine Terminology
RO Y1 GD Engine TerminologyRO Y1 GD Engine Terminology
RO Y1 GD Engine Terminology
 
Y1 gd engine_terminology ig2 game engines
Y1 gd engine_terminology ig2 game enginesY1 gd engine_terminology ig2 game engines
Y1 gd engine_terminology ig2 game engines
 
Y1 gd engine_terminology ig2 game engines
Y1 gd engine_terminology ig2 game enginesY1 gd engine_terminology ig2 game engines
Y1 gd engine_terminology ig2 game engines
 
Y1 gd engine_terminology (1) (4)
Y1 gd engine_terminology (1) (4) Y1 gd engine_terminology (1) (4)
Y1 gd engine_terminology (1) (4)
 
iain goodyear game engines definitions woprks 2 cristian galliano
iain goodyear game engines definitions woprks 2 cristian gallianoiain goodyear game engines definitions woprks 2 cristian galliano
iain goodyear game engines definitions woprks 2 cristian galliano
 
Y1 gd engine_terminology (2)
Y1 gd engine_terminology (2)Y1 gd engine_terminology (2)
Y1 gd engine_terminology (2)
 
The Purposes and Functions of components of Game Engines
The Purposes and Functions of components of Game EnginesThe Purposes and Functions of components of Game Engines
The Purposes and Functions of components of Game Engines
 
Y1 gd engine_terminology (1)
Y1 gd engine_terminology (1) Y1 gd engine_terminology (1)
Y1 gd engine_terminology (1)
 
Engine technology worksheet
Engine technology worksheet Engine technology worksheet
Engine technology worksheet
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
vu
vuvu
vu
 
Game engine terminology/glossary
Game engine terminology/glossaryGame engine terminology/glossary
Game engine terminology/glossary
 

Similar to Michael Hughes - Y1 GD ngine_terminology

daryl bates engine terminology finished
daryl bates engine terminology finisheddaryl bates engine terminology finished
daryl bates engine terminology finished
DarylBatesGames
 
Y1 gd engine terminology (task 1)
Y1 gd engine terminology (task 1)Y1 gd engine terminology (task 1)
Y1 gd engine terminology (task 1)
Matthewf2014
 
Y1 gd engine terminology (task 1)
Y1 gd engine terminology (task 1)Y1 gd engine terminology (task 1)
Y1 gd engine terminology (task 1)
Matthewf2014
 
Luis vazquez engineterminology
Luis vazquez engineterminologyLuis vazquez engineterminology
Luis vazquez engineterminology
luisfvazquez1
 
Luis vazquez engineterminology
Luis vazquez engineterminologyLuis vazquez engineterminology
Luis vazquez engineterminology
luisfvazquez1
 
Y1 gd engine_terminology amy brockbank
Y1 gd engine_terminology amy brockbankY1 gd engine_terminology amy brockbank
Y1 gd engine_terminology amy brockbankamybrockbank
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
aknatdeahobia
 
Louis hughes y1 gd engine_terminology college work
Louis hughes y1 gd engine_terminology college workLouis hughes y1 gd engine_terminology college work
Louis hughes y1 gd engine_terminology college work
LouisHughes666
 
daryl bates engine terminology
daryl bates engine terminology daryl bates engine terminology
daryl bates engine terminology
DarylBatesGames
 
The Purposes and Functions of components of Game Engines
The Purposes and Functions of components of Game EnginesThe Purposes and Functions of components of Game Engines
The Purposes and Functions of components of Game EnginesPaulinaKucharska
 
Engine terminology
Engine terminologyEngine terminology
Engine terminology
adampatrickhughes
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
kieranowens1997
 
Game engine terminology worksheet
Game engine terminology worksheetGame engine terminology worksheet
Game engine terminology worksheetrwbybomb21
 
Y1 gd engine_terminologY
Y1 gd engine_terminologYY1 gd engine_terminologY
Y1 gd engine_terminologY
ElliotBlack
 
Engine terminology
Engine terminology Engine terminology
Engine terminology crimzon36
 
Terence Byrne Y2 gd Engine_Terminology
Terence Byrne Y2 gd Engine_TerminologyTerence Byrne Y2 gd Engine_Terminology
Terence Byrne Y2 gd Engine_Terminology
terry96
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
davidhall1415
 

Similar to Michael Hughes - Y1 GD ngine_terminology (18)

daryl bates engine terminology finished
daryl bates engine terminology finisheddaryl bates engine terminology finished
daryl bates engine terminology finished
 
Y1 gd engine terminology (task 1)
Y1 gd engine terminology (task 1)Y1 gd engine terminology (task 1)
Y1 gd engine terminology (task 1)
 
Y1 gd engine terminology (task 1)
Y1 gd engine terminology (task 1)Y1 gd engine terminology (task 1)
Y1 gd engine terminology (task 1)
 
Luis vazquez engineterminology
Luis vazquez engineterminologyLuis vazquez engineterminology
Luis vazquez engineterminology
 
Luis vazquez engineterminology
Luis vazquez engineterminologyLuis vazquez engineterminology
Luis vazquez engineterminology
 
Y1 gd engine_terminology amy brockbank
Y1 gd engine_terminology amy brockbankY1 gd engine_terminology amy brockbank
Y1 gd engine_terminology amy brockbank
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Louis hughes y1 gd engine_terminology college work
Louis hughes y1 gd engine_terminology college workLouis hughes y1 gd engine_terminology college work
Louis hughes y1 gd engine_terminology college work
 
daryl bates engine terminology
daryl bates engine terminology daryl bates engine terminology
daryl bates engine terminology
 
The Purposes and Functions of components of Game Engines
The Purposes and Functions of components of Game EnginesThe Purposes and Functions of components of Game Engines
The Purposes and Functions of components of Game Engines
 
Engine terminology
Engine terminologyEngine terminology
Engine terminology
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Game engine terminology worksheet
Game engine terminology worksheetGame engine terminology worksheet
Game engine terminology worksheet
 
uyui
uyuiuyui
uyui
 
Y1 gd engine_terminologY
Y1 gd engine_terminologYY1 gd engine_terminologY
Y1 gd engine_terminologY
 
Engine terminology
Engine terminology Engine terminology
Engine terminology
 
Terence Byrne Y2 gd Engine_Terminology
Terence Byrne Y2 gd Engine_TerminologyTerence Byrne Y2 gd Engine_Terminology
Terence Byrne Y2 gd Engine_Terminology
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 

More from Mike Hughes

Unit 20 brief 1 task 2_worksheet (1)
Unit 20 brief 1 task 2_worksheet (1)Unit 20 brief 1 task 2_worksheet (1)
Unit 20 brief 1 task 2_worksheet (1)
Mike Hughes
 
Update log
Update logUpdate log
Update log
Mike Hughes
 
Y1 games ig2 learner assessment submission declaration blogger
Y1 games ig2 learner assessment submission declaration bloggerY1 games ig2 learner assessment submission declaration blogger
Y1 games ig2 learner assessment submission declaration blogger
Mike Hughes
 
Sound equipment
Sound equipmentSound equipment
Sound equipment
Mike Hughes
 
Sound equipment
Sound equipmentSound equipment
Sound equipment
Mike Hughes
 
Task 2 analysis gears of war 3
Task 2 analysis gears of war 3Task 2 analysis gears of war 3
Task 2 analysis gears of war 3
Mike Hughes
 
Task 2 analysis dead space 3
Task 2 analysis dead space 3Task 2 analysis dead space 3
Task 2 analysis dead space 3
Mike Hughes
 
Task 2 analysis halo 4
Task 2 analysis halo 4Task 2 analysis halo 4
Task 2 analysis halo 4
Mike Hughes
 
Task 2 analysis modern warfare 3
Task 2 analysis modern warfare 3Task 2 analysis modern warfare 3
Task 2 analysis modern warfare 3
Mike Hughes
 
Gears of war analysis
Gears of war analysisGears of war analysis
Gears of war analysis
Mike Hughes
 
Task 2 analysis gears of war 3
Task 2 analysis gears of war 3Task 2 analysis gears of war 3
Task 2 analysis gears of war 3
Mike Hughes
 
Task 2 analysis halo 4
Task 2 analysis halo 4Task 2 analysis halo 4
Task 2 analysis halo 4
Mike Hughes
 
Programming my sounds into my game
Programming my sounds into my gameProgramming my sounds into my game
Programming my sounds into my game
Mike Hughes
 
Ciriculum virtae
Ciriculum virtaeCiriculum virtae
Ciriculum virtae
Mike Hughes
 
HA7 Assignment Brief MPH
HA7 Assignment Brief MPHHA7 Assignment Brief MPH
HA7 Assignment Brief MPH
Mike Hughes
 
Sidekick MPH Robot Companion
Sidekick MPH Robot CompanionSidekick MPH Robot Companion
Sidekick MPH Robot Companion
Mike Hughes
 
L3 gd ha8_sidekick_040315_01
L3 gd ha8_sidekick_040315_01L3 gd ha8_sidekick_040315_01
L3 gd ha8_sidekick_040315_01
Mike Hughes
 
Mood board MPH
Mood board MPHMood board MPH
Mood board MPH
Mike Hughes
 
Robot companion MPH
Robot companion MPHRobot companion MPH
Robot companion MPH
Mike Hughes
 

More from Mike Hughes (20)

Unit 20 brief 1 task 2_worksheet (1)
Unit 20 brief 1 task 2_worksheet (1)Unit 20 brief 1 task 2_worksheet (1)
Unit 20 brief 1 task 2_worksheet (1)
 
Update log
Update logUpdate log
Update log
 
Y1 games ig2 learner assessment submission declaration blogger
Y1 games ig2 learner assessment submission declaration bloggerY1 games ig2 learner assessment submission declaration blogger
Y1 games ig2 learner assessment submission declaration blogger
 
Java tutorials
Java tutorialsJava tutorials
Java tutorials
 
Sound equipment
Sound equipmentSound equipment
Sound equipment
 
Sound equipment
Sound equipmentSound equipment
Sound equipment
 
Task 2 analysis gears of war 3
Task 2 analysis gears of war 3Task 2 analysis gears of war 3
Task 2 analysis gears of war 3
 
Task 2 analysis dead space 3
Task 2 analysis dead space 3Task 2 analysis dead space 3
Task 2 analysis dead space 3
 
Task 2 analysis halo 4
Task 2 analysis halo 4Task 2 analysis halo 4
Task 2 analysis halo 4
 
Task 2 analysis modern warfare 3
Task 2 analysis modern warfare 3Task 2 analysis modern warfare 3
Task 2 analysis modern warfare 3
 
Gears of war analysis
Gears of war analysisGears of war analysis
Gears of war analysis
 
Task 2 analysis gears of war 3
Task 2 analysis gears of war 3Task 2 analysis gears of war 3
Task 2 analysis gears of war 3
 
Task 2 analysis halo 4
Task 2 analysis halo 4Task 2 analysis halo 4
Task 2 analysis halo 4
 
Programming my sounds into my game
Programming my sounds into my gameProgramming my sounds into my game
Programming my sounds into my game
 
Ciriculum virtae
Ciriculum virtaeCiriculum virtae
Ciriculum virtae
 
HA7 Assignment Brief MPH
HA7 Assignment Brief MPHHA7 Assignment Brief MPH
HA7 Assignment Brief MPH
 
Sidekick MPH Robot Companion
Sidekick MPH Robot CompanionSidekick MPH Robot Companion
Sidekick MPH Robot Companion
 
L3 gd ha8_sidekick_040315_01
L3 gd ha8_sidekick_040315_01L3 gd ha8_sidekick_040315_01
L3 gd ha8_sidekick_040315_01
 
Mood board MPH
Mood board MPHMood board MPH
Mood board MPH
 
Robot companion MPH
Robot companion MPHRobot companion MPH
Robot companion MPH
 

Recently uploaded

Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdfSmart TV Buyer Insights Survey 2024 by 91mobiles.pdf
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf
91mobiles
 
Unsubscribed: Combat Subscription Fatigue With a Membership Mentality by Head...
Unsubscribed: Combat Subscription Fatigue With a Membership Mentality by Head...Unsubscribed: Combat Subscription Fatigue With a Membership Mentality by Head...
Unsubscribed: Combat Subscription Fatigue With a Membership Mentality by Head...
Product School
 
FIDO Alliance Osaka Seminar: Overview.pdf
FIDO Alliance Osaka Seminar: Overview.pdfFIDO Alliance Osaka Seminar: Overview.pdf
FIDO Alliance Osaka Seminar: Overview.pdf
FIDO Alliance
 
The Future of Platform Engineering
The Future of Platform EngineeringThe Future of Platform Engineering
The Future of Platform Engineering
Jemma Hussein Allen
 
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...
James Anderson
 
GraphRAG is All You need? LLM & Knowledge Graph
GraphRAG is All You need? LLM & Knowledge GraphGraphRAG is All You need? LLM & Knowledge Graph
GraphRAG is All You need? LLM & Knowledge Graph
Guy Korland
 
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered Quality
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualitySoftware Delivery At the Speed of AI: Inflectra Invests In AI-Powered Quality
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered Quality
Inflectra
 
FIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdf
FIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdfFIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdf
FIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdf
FIDO Alliance
 
AI for Every Business: Unlocking Your Product's Universal Potential by VP of ...
AI for Every Business: Unlocking Your Product's Universal Potential by VP of ...AI for Every Business: Unlocking Your Product's Universal Potential by VP of ...
AI for Every Business: Unlocking Your Product's Universal Potential by VP of ...
Product School
 
Neuro-symbolic is not enough, we need neuro-*semantic*
Neuro-symbolic is not enough, we need neuro-*semantic*Neuro-symbolic is not enough, we need neuro-*semantic*
Neuro-symbolic is not enough, we need neuro-*semantic*
Frank van Harmelen
 
Search and Society: Reimagining Information Access for Radical Futures
Search and Society: Reimagining Information Access for Radical FuturesSearch and Society: Reimagining Information Access for Radical Futures
Search and Society: Reimagining Information Access for Radical Futures
Bhaskar Mitra
 
DevOps and Testing slides at DASA Connect
DevOps and Testing slides at DASA ConnectDevOps and Testing slides at DASA Connect
DevOps and Testing slides at DASA Connect
Kari Kakkonen
 
PHP Frameworks: I want to break free (IPC Berlin 2024)
PHP Frameworks: I want to break free (IPC Berlin 2024)PHP Frameworks: I want to break free (IPC Berlin 2024)
PHP Frameworks: I want to break free (IPC Berlin 2024)
Ralf Eggert
 
Bits & Pixels using AI for Good.........
Bits & Pixels using AI for Good.........Bits & Pixels using AI for Good.........
Bits & Pixels using AI for Good.........
Alison B. Lowndes
 
Mission to Decommission: Importance of Decommissioning Products to Increase E...
Mission to Decommission: Importance of Decommissioning Products to Increase E...Mission to Decommission: Importance of Decommissioning Products to Increase E...
Mission to Decommission: Importance of Decommissioning Products to Increase E...
Product School
 
Empowering NextGen Mobility via Large Action Model Infrastructure (LAMI): pav...
Empowering NextGen Mobility via Large Action Model Infrastructure (LAMI): pav...Empowering NextGen Mobility via Large Action Model Infrastructure (LAMI): pav...
Empowering NextGen Mobility via Large Action Model Infrastructure (LAMI): pav...
Thierry Lestable
 
UiPath Test Automation using UiPath Test Suite series, part 4
UiPath Test Automation using UiPath Test Suite series, part 4UiPath Test Automation using UiPath Test Suite series, part 4
UiPath Test Automation using UiPath Test Suite series, part 4
DianaGray10
 
From Siloed Products to Connected Ecosystem: Building a Sustainable and Scala...
From Siloed Products to Connected Ecosystem: Building a Sustainable and Scala...From Siloed Products to Connected Ecosystem: Building a Sustainable and Scala...
From Siloed Products to Connected Ecosystem: Building a Sustainable and Scala...
Product School
 
De-mystifying Zero to One: Design Informed Techniques for Greenfield Innovati...
De-mystifying Zero to One: Design Informed Techniques for Greenfield Innovati...De-mystifying Zero to One: Design Informed Techniques for Greenfield Innovati...
De-mystifying Zero to One: Design Informed Techniques for Greenfield Innovati...
Product School
 
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdfFIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
FIDO Alliance
 

Recently uploaded (20)

Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdfSmart TV Buyer Insights Survey 2024 by 91mobiles.pdf
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf
 
Unsubscribed: Combat Subscription Fatigue With a Membership Mentality by Head...
Unsubscribed: Combat Subscription Fatigue With a Membership Mentality by Head...Unsubscribed: Combat Subscription Fatigue With a Membership Mentality by Head...
Unsubscribed: Combat Subscription Fatigue With a Membership Mentality by Head...
 
FIDO Alliance Osaka Seminar: Overview.pdf
FIDO Alliance Osaka Seminar: Overview.pdfFIDO Alliance Osaka Seminar: Overview.pdf
FIDO Alliance Osaka Seminar: Overview.pdf
 
The Future of Platform Engineering
The Future of Platform EngineeringThe Future of Platform Engineering
The Future of Platform Engineering
 
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...
 
GraphRAG is All You need? LLM & Knowledge Graph
GraphRAG is All You need? LLM & Knowledge GraphGraphRAG is All You need? LLM & Knowledge Graph
GraphRAG is All You need? LLM & Knowledge Graph
 
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered Quality
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualitySoftware Delivery At the Speed of AI: Inflectra Invests In AI-Powered Quality
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered Quality
 
FIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdf
FIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdfFIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdf
FIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdf
 
AI for Every Business: Unlocking Your Product's Universal Potential by VP of ...
AI for Every Business: Unlocking Your Product's Universal Potential by VP of ...AI for Every Business: Unlocking Your Product's Universal Potential by VP of ...
AI for Every Business: Unlocking Your Product's Universal Potential by VP of ...
 
Neuro-symbolic is not enough, we need neuro-*semantic*
Neuro-symbolic is not enough, we need neuro-*semantic*Neuro-symbolic is not enough, we need neuro-*semantic*
Neuro-symbolic is not enough, we need neuro-*semantic*
 
Search and Society: Reimagining Information Access for Radical Futures
Search and Society: Reimagining Information Access for Radical FuturesSearch and Society: Reimagining Information Access for Radical Futures
Search and Society: Reimagining Information Access for Radical Futures
 
DevOps and Testing slides at DASA Connect
DevOps and Testing slides at DASA ConnectDevOps and Testing slides at DASA Connect
DevOps and Testing slides at DASA Connect
 
PHP Frameworks: I want to break free (IPC Berlin 2024)
PHP Frameworks: I want to break free (IPC Berlin 2024)PHP Frameworks: I want to break free (IPC Berlin 2024)
PHP Frameworks: I want to break free (IPC Berlin 2024)
 
Bits & Pixels using AI for Good.........
Bits & Pixels using AI for Good.........Bits & Pixels using AI for Good.........
Bits & Pixels using AI for Good.........
 
Mission to Decommission: Importance of Decommissioning Products to Increase E...
Mission to Decommission: Importance of Decommissioning Products to Increase E...Mission to Decommission: Importance of Decommissioning Products to Increase E...
Mission to Decommission: Importance of Decommissioning Products to Increase E...
 
Empowering NextGen Mobility via Large Action Model Infrastructure (LAMI): pav...
Empowering NextGen Mobility via Large Action Model Infrastructure (LAMI): pav...Empowering NextGen Mobility via Large Action Model Infrastructure (LAMI): pav...
Empowering NextGen Mobility via Large Action Model Infrastructure (LAMI): pav...
 
UiPath Test Automation using UiPath Test Suite series, part 4
UiPath Test Automation using UiPath Test Suite series, part 4UiPath Test Automation using UiPath Test Suite series, part 4
UiPath Test Automation using UiPath Test Suite series, part 4
 
From Siloed Products to Connected Ecosystem: Building a Sustainable and Scala...
From Siloed Products to Connected Ecosystem: Building a Sustainable and Scala...From Siloed Products to Connected Ecosystem: Building a Sustainable and Scala...
From Siloed Products to Connected Ecosystem: Building a Sustainable and Scala...
 
De-mystifying Zero to One: Design Informed Techniques for Greenfield Innovati...
De-mystifying Zero to One: Design Informed Techniques for Greenfield Innovati...De-mystifying Zero to One: Design Informed Techniques for Greenfield Innovati...
De-mystifying Zero to One: Design Informed Techniques for Greenfield Innovati...
 
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdfFIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
 

Michael Hughes - Y1 GD ngine_terminology

  • 1. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 1 Produce a glossary of terms specific to the methods and principles of Video Game Design and Video Game Terms. Using a provided template, you must research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the website you have obtained the definition. You must also, where possible, provide specific details of how researched definitions relate to your own production practice. Name: Michael Hughes 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) `1VIDEO GAMES / VIDEO GAME TESTING Demo A game demo is a free (usually shortened) version of a game. This demo is not the full game however lets the people accessing it look at what the in-game content is like and for the developer, allows him to get reviews of the game or public opinion. A game demo can be used in order to give the public opinion of the game and make any last minute touches on the game; a game demo is usually to give the public a quick portion of game play. This al lows a user to make a final judgement of whether they would like to purchase the game. The reason demos are free is so it i s not only more convenient for the us ers but also because i t is a small proportion of the game. Thi s picture shows the game watch dogs i n two forms of demo’s. For PC on the left and PS4 on the right.
  • 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 The beta stage of a video game is usually the third s tage of development in any video game bes ides alpha and pre-alpha. This s tage can sometimes be given access to by a developer for testing purposes. https ://uk.answers.yahoo.com/que s tion/index?qid=20081019143302A AIBseY A beta stage is usually the thi rd or fourth development of any game. Developers will usually re l e ase a “beta-test” of perhaps a multiplayer or s ingle player section of a game. This is so the public can find bugs or glitches in a game that may cause game play disturbance. This i s a beta stage so usually all progress is reset however some game companies such as EA (Battlefield) al lowed you to keep progress after beta. I wann a be the boshy: The beta vers io n of the final bos s fight which has s ince been improved and re-tested. Alpha The alpha stage of a video game or piece of software is where developers test their product thems elves to ensure the software runs as efficiently and as smoothly as they wanted it too. https ://answers.yahoo.com/questi on/index?qid=20110119184650AAf wy7x The alpha stage of development is the 2nd s tage of development, I know this because there are 4 s tages in total (pre-alpha, alpha, beta, gold) The alpha stage is for developers to play test thei r product in order to tes t for bugs, play for general enjoyment and see how long the content they have created will last in terms of duration. The ga me “Mi necraft” in i t’s alpha development stages. With the cre ator a nd s ound producer in-game testing.
  • 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 is before the alpha stage, i t i s where the core of the game/mechanics are developed such as the engine, textures, sounds etc. After these basic sys tems are put into place, the game development stage progresses to alpha. http://forum.ea.com/eaforum/post s /l ist/440511.page The pre-alpha stage of development is the primary s tage of developing a game. The pre-alpha stage is where the entire main features such as physics, graphics etc. are implemented, and this is introduced because these are the main building blocks for any game. http://www.youtube.com/watch?v=rgrrcJb_BaE The l ink shows a video of a standalone game known as Day Z, at which point was being played in pre-alpha stages, s howing generic functions of the game’s engine. Gold When a game has gone gold, it means that they have finished the final release build and i t can now be sent for production. http://www.neowin.net/forum/top ic/85622-what-does-gone-gold-means/ Gold is referenced to be a finalized version of the game. When a game is a nnounced “gold”. It should be released and ready to purchase fairly close to that time. Gold is really the final product that i s produced from al l stages of development. The ga me “GTA V” a nnounce d to be in “gold” by the cre ators: Rockstar.
  • 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 In computers, debugging is the process of locating and fixing or bypassing bugs (errors) in computer program code or the engineering of a hardware device. http://searchsoftwarequality.techt arget.com/definition/debugging Debugging is generally for de ve lopers. This “mode” of the game is created in order to seek out bugs that may occur during gameplay, why they occur, how they occur and what can be done to fix said bug when developing the game further. It can be used however in games such as Minecraft with open source code to modify or “mod” the game to their liking. The debug interface for Minecraft for PC, showing variables and block regions that otherwise coul d not be s een, the crosshair a lso shows the game’s dimensions. Automation The process of making an apparatus or object operates automatically. Automation i s the process of making objects move automatically. This gives the game a real feeling that mos t objects could not naturally do, it can also be used in horror games to show doors opening by thems elves Are any s imilar concept. http://www.youtube.com/watch?v=c-AafWkwtao The video shows how to implement moving platforms with coding. The automation in this video it the platform itself. White-Box Testing White Box Testing i s known as Code-Based Testing. White box tes ting i s the software testing method in which internal structure i s being known to tester who i s going to test the software. http://www.webopedia.com/TERM /W/White_Box_Testing.html White box testing can be used in order to allow developers the testing they need along with code so they can alter any issues they may have, i t is conve nient because i t’s a vi ta l role in a games development and also saves the developers a lot of time. http://www.youtube.com/watch?v=3CHRUAMIrVE Thi s FPS game is being white box tested for the first time the entire length of the video for l ighting and geometry purposes.
  • 5. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 5 Bug A bug i s a technical failure in a game that causes an unpredicted result. In games they can crop up with each feature that is added which is why bug fixing is crucial. - me A bug i s an error with code and can cause in most cases minor or even major issues with a games performance. The performance of a game i s vi tal, if bugs continue to occur i t can be a real issue for the developers as they need to contribute more time into making the game more smooth and fixing bugs . http://hydramedia.cursecdn.com/minecraft.gamepedia.com/c/cc/12550821line.png Thi s shows a minecraft bug ca lled the “farlands” where the game has a ge neration e rror and runs extremely slowly at 12.5million blocks in 1 di rection. GAME ENGINES GAME ENGINES Vertex Shader In computer graphics, shades are commonly used in game engines. They are a computer program that calculates what to shade defending upon the co-ordinates i t gives to 3D objects. Vertex shades run once along a vertex and can manipulate properties like position, lighting and colour. http://en.wikipedia.org/wiki/Shade r#Vertex_shaders Vertex shaders are put into place to make objects look s l ightly more realistic. It al so gives 3D models 2D co-ordinates in a virtual world. For ins tance, if developers need to change the models of an object when level des igning a developer could make a mountain terrain by s tretching some of these vertices. The images here show a tea cup but vertex shaders have been put into place i t makes the object look much more realistic. http://web.media.mit.edu/~gordonw/OpenGL/images/teapot_vertexShader.jpg
  • 6. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 6 Pixel Shader Pixel shades can be used for detail. The more complex pixel shades can use mathematical functions to calculate what is needed to be blurred amongst the terrain. Pixel shaders are most commonly put into place to primarily bring objects forward in a game (basically giving them more detail). Thi s allows for the terrain and objects within a game to appear more suited to thei r surroundings. For ins tance, the statue on the right appears to have detail in the face and hair, including a couple of cracks within the torso, whereas without the pixel shader, the detail has been removed from the s tatue and the s tatue looks quite bland and simple, therefore showing how detail can be affected by the pixel shaders. Thi s pixel shader shows detail to one side where the pixel shaders have been used, however without the pixel shader, the model is limited to detail and s carce of colour. http://assets.overclock.net.s3.amazonaws.com/4/4e/4e776cf7_vbattach2843.jpeg
  • 7. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 7 Post Processing “Addi tionally, post-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 shadersare then used to apply post-processing fi l ters to the image buffer before di splaying it to the s creen. Post-processing allows effects to be used that require awareness of the enti re image (since normally each 3D object i s rendered in isolation). Such effects include: High dynamic range rendering, Bloom ,Motion blur ,Screen Space Ambient ,Occlus ion, Cel shading, Crepuscular rays , Fi lm grain simulation, Depth of fi e ld, Shadow mapping” http://en.wikipedia.org/wiki/Video _pos t-processing Pos t processing is used when a game needs such effects such as shadow mapping and depth of field. Thi s is why a loading screen i s put in place instead of seeing the map render with pos t processing, i t appears more pleasant to a player. The reason why developers put pos t processing in is because usually each object i s i solated and would not have shadows depending on other objects, making i t appear with different shadows than normal making the game feel more realistic because of correct l ighting and shadows that depend on the terrain around i t. Thi s image shows the middleware games development e ngine and i t’s post processing when enabled and disabled. http://gamingdead.com/wp-content/uploads/2013/05/vlcsnap.jpg
  • 8. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 8 Rendering Rendering is a process which generates 2D and 3D models and des igns. In the gaming industry, the rendering process gives actions, models and animations their final touch. Rendering is used in games to generate the game itself. For example: levels in games are made through thi s technique and are fluently made both with rendering, post processing and spawning to create the ga me ’s level or world. This ensures the world works as i t should and all the entities and RNG related data is created as realistically as pos sible. http://i .telegraph.co.uk/multimedia/archive/02681/Minecraft-Poole-Ha_2681157b.jpg Rendering in minecraft is constantly happnening when a player vi sits an unexplored region of the loaded world, i t will generate new terrain upon arrival. Normal Map A normal map is a 2D image repl icating a 3D map model used to determine surface normal. (Surface di rection) etc. https ://forums.epicgames.com/thr eads/677015-What-exactly-is-a-normal- map-a-specular-map-etc Normal mapping is used when designing an object that i s not adapting well o the environment surrounding i t, or to give an object a better look or feel in a game. For instance; the ‘fa ke ’ lighting and bumps that can be included can make an object stand out or generally have more deta il. http://media.indiedb.com/images/games/1/14/13050/NormalAddition.jpg Thi s shows normal mapping to a game character.
  • 9. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 9 Entity An enti ty i s anything that exists wi thin the game’s development that appears to be alive. Usually NPC’s or movi ng objects ca n be portrayed as entities. Enti ties are very important to a game, they make up the world around the landscape and make any NPC’s , obje cts, and a few more us eful features in games such as vehicles or weapons. An entity has its own set of unique characteristics, for instance one NPC could walk around whi lst another could s tand in place. The l ist of entities valve released for the environment of some of their games. Mainly to “modi fy” the game. (This image was uploaded to screenshot by mys elf). UV Map UV mapping is the process of creating a 2D image, from a 3D map, i t is the process in which can be seen the whole of the terrain through a single flat image and is us e d well for “maps” a nd guides of the game. UV mapping is used when maybe showing a map of the landscape to a player, rather than having a globe that i s s crolled around. If the map for a game is flat it makes the terrain easier to navigate and find particular places. It can also be used by developers to see which part of the game they need to add or take away from. The gori lla character has been UV mapped to show a flat face. http://www.uvmapper.com/uvmp035a_big.png
  • 10. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 10 Procedural Texture Procedural textures are algorithms that are used in order to generate real life like nature texture such as wood, plants and water; they use languages in programming that grasp colour well enough to do so. Prodcedural textures are used in a game too generate a more realistic type of graphics in specific objects, including things made from wood, metal and s tone. The wood in this image has procedural texture showing different Types of wood in the design. http://www.inear.se/wp-content/uploads/2010/05/wood1.jpg Physics The Phys ics engine is a computer program that detects life l ike phys ical attributes in a game such as gravity, body dynamics etc. it i s useful when creating first person shooters and RTS games. http://en.wikipedia.org/wiki/Physic s_engine Phys ics are used in videogames in order to generate far more realistic properties and attributes to a video game. Personally I bel ieve that physics are important to any aspect of a game as it really does make the game come to l i fe and act certainly l ife l ike. A game I liked with a s trong access of physics wa s “Portal 2” a s shown on the right. In this game i t really does make a di fference because of the puzzl ing aspect of the game and trying to figure out how to solve i t using the phys ics applied in the game. Phys ics are shown here from the blue gel being fire from the opening and the gel falling down to the ground (gravity) and through the orange portal below it then falls from the blue portal to the top. http://bulk2.destructoid.com/ul/199581-header.jpg
  • 11. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 11 Collision Col l isions or “colliding” i s when two objects in a game touch and have a reaction after colliding, this is used in order to make certain functions such as triggers work. Col l isions are used in games to mainly make two di fferent singularities or objects interact with each other in such a way that they would have some form of outcome when colliding. For ins tance; the ball in the video reacts with each block of the wall. This showing the colliding objects and how important i t i s for objects to interact with each other. Take into account that this collision is too apply the laws of phys ics to the game too and to make the objects react as they would in real l i fe. I think this is important to any game as all games (even small and simple games such as pong) requi re this interaction. http://www.youtube.com/watch?v=Ue_zs0CY9fk The video shows a test for the collision of triangle mesh with ball and cubes in blender 2.5 engine.
  • 12. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 12 Lighting Lighting Is used in order to make dark places in the game appear brighter, i t gives dark places such as houses and other large buildings within a game visibility when entering, i f the l ighting was not Implemented into the engine, then the room would appear black. Light i s a very important factor in games. This includes any form of darkness that should be lit. Lighting is given to an object to make i t appear brighter, correct to the terrain and shadowing. Lighting i s (in my opinion) one of the most important attributes of a game, it i s used in dark places in order to make them appear more realistic to weather or just to make the player actually vi s ibly see what they are looking at during game play. Thi s image shows runescape’s “high detail” s etting with the torches that show light being emi tted from them within the terrain. http://img2.wikia.nocookie.net/__cb20121014193750/runescape/images/1/1a/Taverley_Du ngeon_lava.png AA – Anti- Aliasing “Antialiasing i s a way of smoothing edges. Computer monitors display pixels, but real objects have curves and l ines. In order to display these on a computer monitor, the edge i s often jagged. Antialiasing helps reduce the problem by s lightly blurring edges to the point where jagged lines don't show easily or at a l l.” http://compreviews.about.com/od/ PC-Gaming/a/What-is-antialiasing-in- PC-games.htm Anti -aliasing is the process of smoothing edges in a computer game. But because edges are di splayed in pixels, i t blurs the edges to reduce the problem of jagged lines. Thi s is attention to detail when creating a game. In my opinion, Anti-aliasing i s n’t as important as some other features, especially when making a cell shaded game. Thi s image shows anti-aliasing because on the enabled AA (right side) the wooden beams appear smoother around the edges than the left image (without AA). http://solidlystated.com/content/2011/06/divinity2-anti-aliasing.jpg
  • 13. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 13 Level of Detail The LOD (level of detail) is the amount of detail that has been put into terrain of a game. This includes objects and sprites, as well as animations. The level of detail in a game can be important most of the time as most game developers want to capture real l ife s cenarios. The level of detail in a game i s the amount of detail in a game. Based on graphics, l ighting and a few other settings. However level of deta il in games (s ometimes) isn’t a n important issue. For e xa mple, “mine craft” i s a very pixelated game although i t is popular, showing that level of detail i s n’t eve rything. But, l evel of deta il can be very important when developers want there games to be far more realistic. For instance, the ga me “destiny” re ally tries to emerge a player in a futuri stic setting with i ts vas t level of detail. http://s tatic.gamespot.com/uploads/original/152/1525982/2371525-9614057941-longi.jpg Thes e weapons for a game in progress are showing the amount of detail between a s imilar shape with some more details added each time it has been modelled. Animation Animation is the process in which something moves, the steps it takes to walk, or the arms it moves when throwing an object, these animations are important to give a character movement and actions. Animation in games is an extremely important aspect. This is because a vas t vast majority of games wi l l require animation (especially modern day games). The reason animations are used so much i s because i t brings forward life like game play due to entities, objects and NPC’s movi ng instead of being fixed in place the way they are designed. Too me, thi s is probably the most important factor when creating games. http://img1.wikia.nocookie.net/__cb20130701134137/2007s cape/images/3/37/TzTok- Jad_Animations.gif Thi s .gif shows animations of an NPC within Rune-Scape that has different animations for the specific attacks, showing i ts relevance in the game.
  • 14. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 14 Sprite A spri te is the design of a character and i s used on a 2D basis. A spri te is a 2D image that moves on a flat screen, this i s particularly popular in 2D platformers or s ide s crol lers, it can also be used in very very bas ic imagery in 3D Fi rst person shooters or othe r ge nres’ of games, such as the moon or clouds that are very far away from the player. Often in this s ituation, sprites will be created to appear 3D from a specific angle. http://i .imgur.com/LT2w0.png Thi s image shows a variety of sprites and there appearences in the game. Scene A cut s cene or “event s cene” sometimes in-game cinematic or s toryl ine movie, is a section of the game where a player has limited control and this is used to show other features. Cut s cenes are very important to a game, they break up game play in a way that gives the player time to take in a story l ine, perhaps just a break in game play to give the player a rest from the playing the game. Cut s cenes are increasingly important with story l ine, often times portraying cinematic effects that in game play, i s simply impossible, even if the cut s cene is pressing buttons to animate the character to move or ta lk to an NPC. http://www.youtube.com/watch?v=F-Uin3mj4mk Pe rs onally my fa vourite cutscenes from “Call of duty: World at war”
  • 15. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 15 Library A l ibrary i s a collection of non-volatile resources on a computer that contributes to the development of a piece of software. For example all of the fi les of code in a java game (.java fi les) would all be located in the IDE program eclipse. This makes it a l ibrary of files that can be changed. A l ibrary i s a place where all fi l es from a games’ development are stored. Thi s shows everything that has been developed in the games and the places in which they can be edited. Thi s is extremely important for developers as they requi re to keep things organised and in correlation with each other. From personal experience; l ibraries of files are one of the mos t important features in games purely due to the mass amount of content you can create and how hard i t is too recover or find lost or corrupt files with errors or bugs. Library of fi les in IDE eclipse showing structures to a game. http://kuikie.com/data/resources/images/eclipse-ide-working-with-java-classes_2.png
  • 16. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 16 UI The us er interface i s the space where interactions between the human and machines and mechanics occur. http://en.wikipedia.org/wiki/User_i nterface A user interface is very important, i t produces a game frame for the player to work with and explore. Thi s game frame is pe rs onally (from a gamers’ point of view) a somewhat important feature because functions and actions should be performed in this interface, although just because a UI is important, it doe sn’t mean it necessarily needs to be detailed or high in graphics/animations. This i s because i t is simply a place for things to be executed such as loading a game, finding an online player or invi ting friends to play. The us er interface for the ra ce “Protoss” i n starcraft 2. This s hows one of three unique UI’s which depend on the race you play, as shown it is given a metallic look and finish as the protos s race is based around this. http://images.bit-tech.net/content_images/2010/03/starcraft-2-beta-first-impressions/ starcraft2_2010_42.jpg Frames Frames is the still image that a game produces, projecting the vi rtual world to reality. Frames are used in “frames per second” in order to show how many s till images are being produced p/secs. For ins tance; 60 FPS would equal 60 s till images of a game p/secs. For modern day games, 60 FPS i s good. Although Frames are important to games, FPS is a less important factor , games can be played with a low FPS although many fans do not l ike low FPS. More powerful units are bought to tes t a games potential. In thi s image, we see a camera with 20 s till images per second, or 20 FPS. Where as a projector has 10 FPS (10 s till images). http://s lowmotioncamera.com/wp-content/ uploads/2014/03/OvercrankingTimelineForSlowMotion.png
  • 17. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 17 Concept “Something formed in the mind; a thou ght or notion. See Synonyms at idea.” http://www.thefreedictionary.com/ concept Concept in games, is the thought and imagination of art behind the game i tself. For ins tance; games could not be created without a vi s ion of designers knowing what they want their game to be about. A piece of “conce pt” a rt, is to produce a base or idea about an NPC, Playable character, object, entity, or even object within the game that can be designed and imagined, this image is then given to an artist who can modi fy (in certain and res tricted ways) or produce that replica of the art as either a 2D or 3D model digitally. http://img3.wikia.nocookie.net/__cb20090821033631/s tarcraft/images/9/93/Viking_SC2_Cn cpt1.jpg Thi s piece of concept art has been done for the Starcraft II unit: The Viking.
  • 18. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 18 Event An event i s something significant that happens or just generally happens for a reason. In computer games, events are triggered, commonly on specific variables, settings or when a player progresses far enough into the game to acquire a new part of content. For ins tance, in a personal fa vourite ga me, “Halo 4” the player finishes a level when he reaches a bridge in the level. This is a good example, as the player has to fight his way through chal lenging enemies to eventually get to the cut s cene of the game in which cas e i s also an event because is has been triggered by the player setting foot in that location. http://www.youtube.com/watch?v=4lga2EDmXi0 Thi s video shows the final fight in halo 4 and cutscene that plays once the event has been triggered (by the player entering the final part of the level).
  • 19. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 19 Path finding Path finding in the gaming industry i s the motion of an NPC or Object navigating i ts way through solid objects that cannot be walked through, or a path that is safe to walk on. Some games do not use path finding, such as both 2D and 3D plat-formers, thi s is to allow hazards to occur for the player to manipulate and navigate thei r way around. But bes ides these games, a lot of other games such as “Re a l ti me strategy’s” a nd RPG’s us e this in order to s imulate a player walking as fas t as they can to a des tination, without path finding, a player cannot find thei r way to a location i f thei r initial process of moving is to send them to somewhere rather than the player controlling its movement. https ://forums.unrealengine.com/attachment.php?attachmentid=8420&d=1407499458 Thi s image shows a basic form of plat-forming to get around the blocks (solid objects) the fas test route the ci rcle can take.