Unity is Strength 2024 Peace Haggadah + Song List.pdf
Y1 gd engine_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:
Ben
White
RESEARCHED DEFINITION (provide short
internet researched definition and URL
link)
DESCRIBE THE RELEVANCE OF THE
RESEARCHED TERM TO YOUR OWN
PRODUCTION PRACTICE?
IMAGE SUPPORT (Provide an image and/or video link of
said term being used in a game)
VIDEO
GAME
S /
VIDEO
GAME
TESTIN
G
Demo
a. A demonstration, as of a product or
service.
b. A brief tape or recording illustrating
the abilities of a musician or other
performer.
http://www.thefreedictionary.com/demo
A demo enables players to get an
early, or quick taste of a game.
There are two different types of
demos used in the gaming
industry. Timed demos and short
demos. Timed demos allow the
player to play the FULL game, but
only for a specified amount of
time. Short demos tend to just
have one section of a game,
usually one of the best, to
influence the player that the
game is worth buying. Both types
can be very effective at attracting
customers as both can show
quite a lot of the actual game and
make gamers want to play even
more. Demos could be useful to
my development as I could
release a version for someone to
test so I can get some feedback.
Thi s image shows the Xbox 360 dashboard with a selection of
demos available to download.
https ://www.youtube.com/watch?v=WbCHGBW6gLk
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 A beta test refers to the distribution of
pre-release game software to a select
group of people so that they can test
the game in their own homes. The
beta version of a game is as close to
perfect as the company can make it,
but any bugs, glitches or other issues
discovered in beta testing will usually
be addressed before the game's
official release.
http://www.techopedia.com/definition/27136/b
eta -test-gaming
A beta for a game is the stage of
development where the game is
nearly complete, and this stage in
mainly about finding or fixing
bugs. Usually, beta versions of
games are released to a certain
number of people, and those
people provide feedback on their
experiences in the game
including any glitches, bugs or
errors they found. Once the beta
version is complete, the full game
is usually put up for sale. A beta
stage would be relevant for
testing as I could release a
version to the public so that they
could test my game for me, so
that as I am finalizing the game, I
can get rid of any glitches or bugs
that have been found.
http://www.artifexmundi.com/media/images/beta/Betabanne
rcropped.png
Both images above show events when people
could test the beta versions of diffrerent
games.
http://blog.smu.edu/forum/files/2013/05/Beta-
Test-flyer-spring-13.jpg
https ://www.youtube.com/watch?v=El2CGVS3LPc
3. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
3
Alpha The first test of newly developed
hardware or software in a laboratory
setting. When the first round of bugs has
been fixed, the product goes into beta
test with actual users. For custom
software, the customer may be invited
into the vendor's facilities for an alpha
test to ensure the client's vision has been
interpreted properly by the developer.
http://www.pcmag.com/encyclopedia/term/376
74/alpha-test
This is the stage that occurs
before the beta and usually
contains a very buggy,
uncompleted version of the
game. The main thing developers
focus on here is solving and
correcting as many bugs as they
can. Once the game works as
intended, they can continue to
the beta stage and add more
content. Similar to the beta
relevance, I could use the alpha
stage to ensure that barely any
bugs exist in my game. It would
be better to rid the game of as
many bugs as possible in the
alpha stage before moving onto
the beta stage as the bugs will
just continue to build up
http://www.tpreview.co.uk/wp-content/
uploads/2012/09/KSP_2012_09_16_11_30
_23_357.jpg
This images shows ‘Kerbal space program’ in its
early Alpha stages of development.
https ://www.youtube.com/watch?v=TSD1PrAAzJI
Pre-Alpha
1. A development status given to
a program or application that is
usually not feature complete,
and is not usually released to
the public. Developers are
usually still deciding on what
features the program should
have at this status. This status
A game in pre-alpha is a very
early version of a game that is no
where near completion. It is
usually available to developers so
they can test specific mechanics
within the game to check that
they work and also how they
work. This is relevant for testing
too as besides testing for bugs, I
could use this to develop test
https://www.youtube.com/watch?v=aJrZkNVwNTs
The above video shows a game that is in its pre-alpha
stages
4. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
4
comes before the alpha
version, and is the first status
given to a program.
http://en.wiktionary.org/wiki/pre-alpha_version
areas for the game to ensure all
my mechanics work.
Gold A game has "Gone Gold" when
the final master copy has been
produced at the developer and
sent off for replication,
packaging and shipment. The
game is not yet released, but it
will typically be around 2-3
weeks (sometimes less) before it
begins appearing on store
shelves and online pre-orders
arriving at doorsteps. The term
itself comes from the old
practice of recordable CDs being
manufactured with gold film.
Hence the gold colored CD
actually being the source, with
no reference to copies sold as in
the recording industry.
http://www.urbandictionary.com/define.php?te
rm=Gone%20Gold
Games being ‘gold’ happens
when the final version of the
game has passed the
development stage and is fully
completed. As it is now finished,
it can now be mass produced and
sold to the public . This would
occur once I have finished my
game and, if it was good, I could
send it off to be published.
http://www.ubergizmo.com/2014/05/watch-dogs-has-
gone-gold-ubisoft-confirms/
The link above takes you to a site which informs
you that the game ‘Watch dogs’ have gone gold and
is out of the development stages
https ://www.youtube.com/watch?v=mNOo0ftLfS8
5. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
5
Debug Debugging is a methodical
process of finding and reducing
the number of bugs, or defects,
in a computer program or a
piece of electronic hardware,
thus making it behave as
expected. Debugging tends to be
harder when various subsystems
are tightly coupled, as changes
in one may cause bugs to emerge
in another.
http://en.wikipedia.org/wiki/Debugging
Developers use debugging tool to
help rid the game of any bugs or
glitches it possesses. Debugging
can get rid of a large amount of
bugs, however, the more
complex the piece of software,
the harder the bugs are to solve.
Debugging is vital for software
development as hundreds or
thousands of bugs can appear
within the development of one
game, so I will need a good
debugging tool or process to help
with this.
This image shows the CMD in debugging mode and
it is trying to remove bugs.
http://raibledesigns.com/wiki/attach/AppFuseDebu
g/testcase-debug.png
https ://www.youtube.com/watch?v=aa1fBfTXbvc
Automation a mechanical device, operated
electronically, that functions
automatically, without
continuous input from an
operator.
http://dictionary.reference.com/browse/automa
tion
This usually means a device in
which is not operated by human,
but by electronics and
programming.
6. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
6
http://www.exacttarget.com/blog/wp-content/
uploads/2014/06/automation_2_w10241.j
peg
The above image demonstrates that automation is
the work of the computer alone
http://img4.wikia.nocookie.net/__cb20101129115242/civilizati
on/images/3/34/Sheep_on_hills_(Civ5).jpg
The above image is of Civilization 5. In this game, the player
chooses a civilization to play and competes against other
computer controlled civilizations. When the players turn ends,
automation occurs in the sense that the computer takes
control and is programmed to make a move as though the
player and computer were playing a board game.
7. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
7
White-Box
Testing
Also known as glass box,
structural, clear box and open
box testing. A software testing
technique whereby explicit
knowledge of the internal
workings of the item being
tested are used to select the test
data. Unlike black box testing,
white box testing uses specific
knowledge of programming code
to examine outputs. The test is
accurate only if the tester knows
what the program is supposed to
do. He or she can then see if the
program diverges from its
intended goal. White box testing
does not account for errors
caused by omission, and all
visible code must also be
readable.
http://www.webopedia.com/TERM/W/White_B
ox_Tes ting.html
This is the idea of testing a
program based on its internal
coding and structure. This could
be used for testing purposes and
help with identifying bugs or
problems
Thi s image displays how white box testing works and i ts stages
http://www.softwaretes tinggenius .com/photos /wbt1.JPG
https ://www.youtube.com/watch?v=3bJcvBLJViQ
8. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
8
Bug A software bug is an error, flaw,
failure, or fault in a computer
program or system that causes it
to produce an incorrect or
unexpected result, or to behave
in unintended ways. Most bugs
arise from mistakes and errors
made by people in either a
program's source code or its
design, or in frameworks and
operating systems used by such
programs, and a few are caused
by compilers producing incorrect
code. A program that contains a
large number of bugs, and/or
bugs that seriously interfere with
its functionality, is said to be
buggy.
http://en.wikipedia.org/wiki/Software_bug
A bug is very common in
computer game and software
development. It is basically an
error, usually found within the
coding which causes the
program/game to glitch, freeze
or even crash. Different codes
can also collide with each other
which means say you have a chair
in a game, and you are telling the
engine to delete the chair, but
then move it, these codes will
then collide as the engine might
not know what to do as it is being
told to move an object that now
doesn’t exist. These mistakes and
mistakes in code can be fixed, but
it can be quite hard. Bugs would
be very common and relevant to
my work, so I need to take steps
to deal with them.
This image shows that bugs in the computer system
can cause blue screen errors that mean you need to
restart your computer
http://www.unlockwindows.com/wp-content/
uploads/2011/09/BSOD-in-Windows-8-
Developer-Preview-1024x836.png
https://www.youtube.com/watch?v=uK9GGFkxXHs
9. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
9
GAME
ENGIN
ES
GAME
ENGIN
ES
Vertex Shader
A programmable function in
display adapters that offers a
graphics application programmer
flexibility in rendering an image.
The vertex shader is used to
transform the attributes of
vertices (points of a triangle)
such as color, texture, position
and direction from the original
color space to the display space.
It allows the original objects to
be distorted or reshaped in any
manner.
http://www.pcmag.com/encyclopedia/term/537
54/vertex-shader
Vertex shaders can be coded by
programmers to render an
image. Vertex shading can add
effects such as cartoon styled
sides to objects etc. These
shaders can be used to add
effects to my final game such as
the cartoony outlines on sides
and edges.
Demonstrates a Vertex shader on a side of an
object
http://media.creativebloq.futurecdn.net/sites/crea
tivebloq.com/files/images/2013/05/Hannah/shader
s.jpg
https://www.youtube.com/watch?v=wATVi04CgJY
10. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
10
Pixel Shader Pixel shaders are tiny programs
that can do operations on a
single pixel on the screen, as
opposed to geometry shaders
and vertex shaders which work
on the geometrical primitives
(triangles) that make up
everything you see on the
screen. The most common use
for pixel shaders is 'shading',
approximation to real world
lighting.
http://gaming.stackexchange.com/questions/22
286/what-is-a-pixel-shader
Pixel shaders are able to control
each pixel on your screen and
give it a specific colour. All of
these tiny pixels build up and
create the illusion of an actual
image being on the screen. Pixel
shaders could be used to add
detailed lighting and ambiance.
This image shows the effects of a pixel shader. On
the right is a more improved version of the same
shader.
http://assets.overclock.net.s3.amazonaws.com/4/4
3/43cb30de_vbattach2842.jpeg
https://www.youtube.com/watch?v=BL8T7uw7ERE
11. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
11
Post
Processing
The term post-processing (or
postproc for short) is used in the
video/film business for quality-improvement
image processing
(specifically digital image
processing) methods used in
video playback devices, (such as
stand-alone DVD-Video players),
and video players software and
transcoding software. It is also
commonly used in real-time 3D
rendering (such as in video
games) to add additional effects.
http://en.wikipedia.org/wiki/Video_post-processing
In games, post processing usually
occurs in cut scenes that are
being 3D rendered, meaning the
characters and objects are
actually being rendered by the
console and a pre-recorded cut
scene is not playing. Post
processing can add good effects
to the cut scene and improve the
overall look of it. For cut scenes
in my game, it would be relevant
to use post processing to further
enhance the quality, colours and
ambiance of the scene.
This images shows the improved lighting effects
that can be made using post processing.
http://blacksun.aerys.in/images/blacksun-post-processing.
png
Rendering Rendering is the process of
generating an image from a 2D
or 3D model (or models in what
collectively could be called a
scene file), by means of
computer programs. Also, the
results of such a model can be
called a rendering. A scene file
contains objects in a strictly
defined language or data
structure; it would contain
geometry, viewpoint, texture,
lighting, and shading information
Rendering is usually used on a 3D
modelling program and it is used
as a means to transform the 3D
view point on the applications
camera into a 2D image. This is
very useful for generating images
for your created piece to show to
the public for example.
Rendering can also be used to
show your model with the
correct lighting and textures you
have placed on or around your
model, so you can see a finalized
Thi s images conveys the stages of rendering, going through
12. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
12
as a description of the virtual
scene. The data contained in the
scene file is then passed to a
rendering program to be
processed and output to a digital
image or raster graphics image
file.
http://en.wikipedia.org/wiki/Rendering_%28com
puter_graphics%29
character. Rendering would be
relevant to my work by enabling
me to render the complete
models and textures I have made
and transform them into images I
could use to add to websites or
show people.
wi reframe, to plain texture wireframe, to adding textures, to
finalized render.
http://gameswalls.com/superbike-2001/rendering/1024x768
https ://www.youtube.com/watch?v=5SnsxrUFxqI
Normal Map A 2D texture map is an image added
to a 3D model that provides a higher
level of detail, wrapping around
whatever 3D art you have to apply or
modify certain attributes like color,
transparency, shininess, reflection,
and higher detail.
One of the most valuable maps for a
3D artist is the normal map. Rather
than having a color range of black to
white, like a bump map uses, normal
maps consist of red, green, and blue.
These RGB values translates to x, y,
and z coordinates, allowing a 2D
image to represent depth. This way, a
3D application is able to
fake lighting details based on the
color associated with the 3D
coordinate.
Normal maps are commonly used
in game development. They are
basically 2D textures made in
professional programs that –
once complete – are wrapped
around a 3D object and this
would create a nice textured, 3D
object. I could used normal
mapping when I am modelling to
give materials to my models so
that they do not look bland.
Thi s image shows a normal map and how it would wrap around
3D models. The centre image i s the normal map.
http://en.wikipedia.org/wiki/Normal_mapping
https ://www.youtube.com/watch?v=KG3pTxgZdsI
13. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
13
http://gamedevelopment.tutsplus.com
/articles/gamedev-glossary-what-is-a-normal-map--
gamedev-3893
Entity Entity: A unique ID that tags
each game-object as a separate
item.
http://entity-systems.wikidot.com/
An entity within a game is any
object, character, landspace etc
that can be found within it. Each
entity has a singular id in which it
can be identified. I could use
entities in my game to create
more realistic worlds with the
objects I have created.
14. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
This image shows a list of various entity’s that exist
within Fallout 3. Each one has their own unique ID
and settings.
http://media.moddb.com/images/articles/1/89/88
305/auto/chal2.jpg
https://www.youtube.com/watch?v=AjFbR3Y1s6s
14
UV Map "UV mapping is the 3D modeling
process of making a 2D image
representation of a 3D model."
http://www.makehuman.org/doc/node/consider
ing_ uv_mapping.html
This is where I can take the 3D
models texture and transform it
into a 2D image. I can use it to
edit textures on any objects I
have and move them around or
add them to other models.
UV maps like these would be taken from the 3D
model in the middle.
http://www.bobotheseal.com/personal_work/text
ures/engineer-final02.jpg
https://www.youtube.com/watch?v=iIvTUDgaXik
Procedural
Texture
Procedural textures take an entirely
different approach. Instead of creating
an image by defining a large,
unchanging block of pixels, procedurals
Procedural textures are coded by
a person so that the computer
can generate the textures itself
“ Procedural texturing is best illustrated
pictorially – here is a scene (China Lake
Naval Air Weapons Station (KNID),
15. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
15
create the texture from the ground up.
This is where the term 'procedural'
comes from. The texture is defined only
by the procedure needed to create it.
You only need to give the computer a
(relatively) small formula, instead of a
huge block of pixels. With this formula,
the computer is able to create the
texture at any scale, in any orientation,
extending as far as you need.
http://www.upvector.com/?section=Tutorials&s
ubsection=Intro%20to%20Procedural%20Texture
s
and continue making them with
any size or orientation. This could
be used to create landscapes in
games.
California) in default texturing. The visible
terrain is mostly shrubland, and there is a
pronounced tiling effect – the texture
pattern is seen to repeat in the scene,
leading to regular structures which become
even more prominent from higher altitude.
The same scene in procedural texturing
looks much more appealing – the random
mixture of different base texture removes
the tiling for good, and a thin dust effect
creates the impression of dry terrain as
appropriate for the near-desert location. “
16. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
http://www.flightgear.org/tours/terrain-texturing/
The images and text above insinuate the effects of
procedural textures.
https://www.youtube.com/watch?v=d-NhD18e2YE
16
Physics Computer animation physics or
game physics involves the
introduction of the laws of
physics into a simulation or game
engine, particularly in 3D
computer graphics, for the
purpose of making the effects
appear more real to the
observer. Typically, simulation
physics is only a close
approximation to real physics,
Physics in games correspond to
physics in real life by meaning
that if a character knocked a
bottle off a shelf for example, the
bottle would fall, smash and
break apart as it would as if it
happened in real life. Physics
engines also ensure that all
objects have physics, so they can
be moved freely in games by the
character and respond to certain
17. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
17
and computation is performed
using discrete values.
http://en.wikipedia.org/wiki/Game_physics
forces as they would in real life.
This would be useful to make a
game much more realistic instead
of everything being static and
motionless.
http://www.nordinho.net/vbull/attachments/other
-cool-games/34044d1208231600-oe-cake-fluid-simulator-
physics-game-cake.jpg
This image demonstrates a physics engine in the
works. It is being used to demonstrate realistic
flowing water.
https://www.youtube.com/watch?v=UlO_mflZ7Cs
Collision Collision 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
simulations, it also has
applications in robotics. In
addition to determining whether
two objects have collided,
collision detection systems may
also calculate time of impact
(TOI), and report a contact
manifold (the set of intersecting
points).[1] Collision response
deals with simulating what
happens when a collision is
detected (see physics engine,
ragdoll physics). Solving collision
detection problems requires
extensive use of concepts from
A collision in a game occurs when
two entities touch. Actions take
place to stop objects or
characters clipping through walls
or floors. Physics can also take a
part in collisions by making
objects bounce or roll across
surfaces when they collide.
http://3.bp.blogspot.com/-
CYXjOGB2qIA/T1UksAu3n8I/AAAAAAAAASo/aAiE7
mihZ9s/s1600/collision1.png
This images shows a collision of 2D sprites in a 2D
game. As you can see, the objects can only move
one square at a time, so when they both try to
move into the same box, they collide and will go
through each other if not programmed correctly.
https://www.youtube.com/watch?v=NGh-
18. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
18
linear algebra and computational
geometry.
Vh_NYO0
Lighting the act or quality of illumination
http://www.thefreedictionary.com/lighting
Lighting is an important part of
game and is where light is
generated to light up a dark room
for example so people can see. It
can be used quite well to
drastically change the
atmospheres of games and would
be relevant to my work as
lighting effects play a large role in
games by creating better scenery
and atmospheres.
http://www.buffed.de/screenshots/667x375/2011/12/Skyrim-
Mod_Realistic_Lighting.jpg
Thi s image demonstrates lighting in games. This images was
taken in Skyrim and as you can see, i t contains very beautiful
and realistic lighting.
https ://www.youtube.com/watch?v=nCSRSxET0FA
AA – Anti-
Aliasing
In computer graphics,
antialiasing is a software
technique for diminishing jaggies
- stairstep-like lines that should
be smooth. Jaggies occur
because the output device, the
monitor or printer, doesn't have
a high enough resolution to
represent a smooth line.
Antialiasing reduces the
prominence of jaggies by
surrounding the stairsteps with
intermediate shades of gray (for
AA is used in games to prevent
jagged sides on objects which are
caused by the monitor usually
not having a high enough
resolution. I could add an AA
option in my game so that people
would not have to put up with
lots of jagged lines
http://cdn.overclock.net/3/36/36809188_TXAA.png
Here we can see a comparison of AA. Without AA, we can see
that objects in game would have very jagged edges which look
19. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
19
gray-scaling devices) or color
(for color devices). Although this
reduces the jagged appearance
of the lines, it also makes them
fuzzier.
http://www.webopedia.com/TERM/A/antialiasin
g.html
a lot l ike s tair cases. The other two options are just various
forms of AA. TXAA i s the most effective in this example as we
can see that all jagged edges no longer exist.
https ://www.youtube.com/watch?v=79RJLb5m3VA
LoD – Level of
Detail
In computer graphics, accounting
for level of detail involves
decreasing the complexity of a
3D object representation as it
moves away from the viewer or
according to other metrics such
as object importance, viewpoint-relative
speed or position. Level
of detail techniques increases
the efficiency of rendering by
decreasing the workload on
graphics pipeline stages, usually
vertex transformations. The
reduced visual quality of the
model is often unnoticed
because of the small effect on
object appearance when distant
or moving fast.
http://en.wikipedia.org/wiki/Level_of_detail
LoD techniques could be used to
make sure my game is optimized
correctly and runs smoothly.
Objects far away should have a
lower level of complexity to
speed up render times as they
will be harder to see, so having
large amounts of detail would be
pointless.
http://gamedev.s tackexchange.com/questions/31883/how-change-
lod-in-geometry
Here we have a great example of LoD in games as is
demonstrates how various models change depending on how
clos e the player is too them. Objects further away display less
polygons to put less pressure on the cpu.
https ://www.youtube.com/watch?v=NSclvuioZhc
20. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
20
Animation simulation of movement created
by displaying a series of pictures,
or frames. Cartoons on television
is one example of animation.
Animation on computers is one
of the chief ingredients of
multimedia presentations. There
are many software applications
that enable you to create
animations that you can display
on a computer monitor.
http://www.webopedia.com/TERM/A/animation
.html
Animation could be used to give
objects or characters defined
motion for cut scenes or areas of
the game. Good animations
would make the game feel more
realistic as characters should
move fluently and as realistically
as possible.
http://upload.wikimedia.org/wikipedia/commons/e
/ee/Animexample3edit.png
This image shows various frames within an
animation and how an animation works. It shows a
ball bouncing and if all frames were played in order
one after another at a fast rate, it would create the
illusion of motion.
https://www.youtube.com/watch?v=d83-T-bG2Ck
21. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
21
Sprite A computer graphic which may
be moved on-screen and
otherwise manipulated as a
single entity.
http://www.oxforddictionaries.com/definition/e
ngl ish/sprite
Sprites could be used in both 3D
and 2D games. In 3D games I
could use 2D sprites for grass
that sticks out of the ground
which was widely used not long
ago. In 2D games, all of my
objects should be sprites. Sprites
are useful as you can easily edit
them and create quite good
animations just using a few art
skills.
http://i9.photobucket.com/albums/a55/ghmedia/EOTH/4Link
Green1.png
Here we can see a large set of sprites created for the Legend of
Zelda games. Each sprite is different and some come in sets to
use for animation, so if the creators wanted the man to swing a
sword, a set of sprites would be created showing each s tage of
the swing, a lot l ike creating different frames for an animation.
https ://www.youtube.com/watch?v=_u-5RJU4wK4
22. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
22
Scene 1. the place where an action or event,
real or imaginary, occurs
2. the setting for the action of a play,
novel, etc
http://www.thefreedictionary.com/scene
A scene is an area within a game.
It could be anywhere in the
universe or anywhere imaginary.
The scene usually contains a lot
of objects and scenery, but that
can change depending on the
location. This could also refer to
cut scenes in a game where the
player is usually taken control of
by the computer and
programmed to perform certain
actions that could aid the
storyline.
http://g-ecx.images-amazon.
com/images/G/01/videogames/detail-page/
fallout3_1_lg.jpg
Thi s scene i s from Fallout 3. It very well depicts a devastated,
des troyed and broken landscape as a result on a nuclear bomb
attack.
https ://www.youtube.com/watch?v=qrcQnugPpYk
https ://www.youtube.com/watch?v=nGQM0yzg2Jk
Library any collection of things that is
organized for a particular
purpose: a software library
http://www.yourdictionary.com/library
This kind of library would be used
to hold all of your data and is
where you would keep similar
data. It would be useful to have a
library of similar types of
software.
http://img.gawkerassets.com/img/190okkp1qk8ofjpg/original.j
pg
23. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
23
https ://www.youtube.com/watch?v=MMqG0Gziz_A
Thi s image shows a persons software library on a platform
cal led Steam.
UI
The user interface, in the
industrial design field of human–
machine interaction, is the space
where interactions between
humans and machines occur. The
goal of this interaction is
effective operation and control
of the machine on the user's end,
and feedback from the machine,
which aids the operator in
making operational decisions.
www.en.wikipedia.org/wiki/Use
r_interface
This is where humans interact
with machines. The aim here is to
ensure that the user is able to
fully understand and use the UI
and make sure the machine does
not have a too complicated UI
which could annoy the user as
this would cause the user to
struggle, so machines and
humans work together to get a
job done effectively.
http://cdn.medialib.computerandvideogames.com/
screens/dir_1953/image_195356_thumb_wide620.
jpg
This pictures shows the UI of a game called Spore.
In this area of the game, you are able to create your
own creature, so the UI here is very important as it
is the most commonly used feature. It needs to be
easy to use and friendly to the user, so that it does
not annoy them.
https://www.youtube.com/watch?v=BB4AwRuH_a
4
24. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
24
Frames In video and animation, frames
are individual pictures in a
sequence of images. For
example, a Flash movie you see
on the Web may play 12 frames
per second, creating the
appearance of motion. Most
video is shot at 24 or 30 frames
per second, or FPS. FPS is often
measured in 3D games as a way
of checking how fast the
graphics processor of a computer
is.
www.techterms.com/definition/
frame
Frames are usually used in
animations and a singular frame
is just one image in an animation.
An animation consists or various
frames, each similar to the other
that when played through
quickly, creates the illusion of
motion. A good example of this
would be a flip book. A page
represents a singular frames and
the flicking represents the
animation playing through and
creating the illusion. Frames are
useful as they can easily be
edited and with enough time,
frames can be perfected to get a
perfect animation.
http://ellebest.files.wordpress.com/2013/01/frame
-rates.png
Here we have a set of frames created for an
animation. Once they are all played together, it
would look as though the man is running.
Concept Concept art is a form of illustration
used to convey an idea for use in (but
not limited to) films, video games,
animation, or comic books before it
is put into the final product.[1]
Concept art is also referred to as
visual development and/or concept
design.[2] This term can also be
applied to retail, set, fashion,
Concept art in games is used to display
early ideas and ensure that you get the
bes t possible result. For example,
drawing early ideas for characters could
help with the final product as ideas
produced for the early versions could be
very wel l developed can the best
pos sible result game be achieved. This
can also be used for game mechanics.
25. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
25
architectural and industrial design.[3]
http://en.wikipedia.org/wiki/Concept_art
https://static.squarespace.com/static/51b3dc8ee4
b051b96ceb10de/51ce6099e4b0d911b4489b79/51
ce6193e4b0d911b4498c40/1345322906847/1000w
/avengers-game-concept2.jpg
Here we have some concept art created for a game.
Concept art does not have to be drawn on paper
and can be drawn in various soft wares or a very
basic 3d model could be made.
https://www.youtube.com/watch?v=hYGIuBoF5Yg
Event something that occurs in a certain
place during a particular interval of
time (In a game)
http://dictionary.reference.com/browse/event
An event in a game is a programmed
occurrence s et to happen when the
player reaches a certain point in the
level. This could be such things as a
bui lding falling down, the player being
ambushed or a door opening when the
player i s nearby. Events are useful to add
a sense of the unknown to games as you
wi l l not know what is going to happen.
Thi s would be most effective in horror
games as various unusual events could
bui ld up over time causing fear, and then
a large, terri fying event could occur,
caus ing the play to panic and get
frightened.
http://img3.wikia.nocookie.net/__cb201307021706
21/pokemon/images/4/46/WildGrassKalosVersion.j
pg
In the Pokémon games, an event would trigger at
random times whenever the player would walk
through grass. A ‘wild Pokémon’ would appear and
battle the player and the image above shows
someone about to have one of these events
26. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
https://www.youtube.com/watch?v=gy1YI788BFg
26
Pathfinding Pathfinding is a term used mostly
by computer applications to plot
the best route from point A to
point B. It is a more realistic
variant on solving mazes.
Used in a wide variety of games,
it refers to AI finding a path
around an obstacle, such as a
wall, door, or bookcase. In
recent games, pathfinding has
become more important as
players demand greater
intelligence from their own units
(in the case of real-time strategy
games) or their opponents (as in
the case of first-person
shooters).
http://pathfinding.askdefinebeta.com/
Path finding is an important part of
games with AI in them as without i t, the
AI would run into and shoot walls,
instead of attacking the player. This is
because there is no set path for them,
a nd we don’t possess the s kills ye t to
code AI to be free and make decisions of
there own as well as see. Path-finding
creates and invisible path around the
level which means the AI would be able
to find i ts way around the map and
identify the player, so i t can chase them
properly without getting confused and
running into walls.
http://i252.photobucket.com/albums/hh9/PaulToz
our/Stormwind-NavMesh.jpg
The white areas in this image show the AI path
finding feature in a game engine. Areas in white
would show where the AI could move in games. The
AI would usually get confused if it ever fell out of
these areas.
https://www.youtube.com/watch?v=A_AurmdOnw
4