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Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
1 
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
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
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
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
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.
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.
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
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
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
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
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
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
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.
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),
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. “
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
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-
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
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
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
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
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
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
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.
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
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

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  • 1. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 1 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