This document is a glossary of terms related to video game design and development. It contains definitions of key terms such as alpha, beta, debug, automation, white-box testing, bugs, game engines, vertex shaders, pixel shaders, and post-processing. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own video game production practice. Accompanying images and video links are also included to illustrate examples of many of the terms.
The document is a glossary task from a BTEC course in Games Design requiring the student to research and define 15 key video game development terms. For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included an image or video example when possible. The terms included things like alpha/beta testing, bugs, game engines, physics, and lighting which are all important concepts in video game development.
The document is a glossary assignment for a games design course requiring students to research and define terms related to video game development. It includes definitions for terms like "demo," "beta," "alpha," "pre-alpha," "gold," "debug," "automation," and "white-box testing." For each term, the student provided a short definition from an online source, described how the term relates to their own work developing a game, and included an image supporting the term.
The document is a glossary assignment for a games design course requiring students to research and define terms related to video game development. It contains definitions for common terms like alpha, beta, demo, debug, bug, and more. For each term, the student provided a short definition from an online source, described how it relates to their own work, and included a supporting image.
Y1 gd engine_terminology -MPH (Michael P. Hughes)Mike Hughes
ย
This document contains a glossary of terms related to video game design and development. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own video game production practice. Images and links are included to support each definition.
This document contains a glossary of terms related to video game design and development. It provides definitions for key terms such as demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, game engine, vertex shader, pixel shader, post-processing, rendering, and normal map. For each term, it gives a short definition from an online source, describes how the term relates to the author's own game production practice, and includes an image or video for illustration. The glossary is part of an assignment to research and explain important video game industry terminology.
This document contains a glossary of terms related to video game design produced by a student. It includes 9 terms defined with short explanations and references. Each definition includes a short description of how the term relates to the student's own game production practice. The terms are: Demo, Beta, Alpha, Pre-Alpha, Gold, Debug, Automation, White-Box Testing, and Bug. Images and video links are provided to help illustrate each term.
Michael Hughes - Y1 GD ngine_terminologyMike Hughes
ย
This document contains a glossary of terms related to video game design and development. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, bug, game engines, and more. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own video game production practice. Images and videos are also included to illustrate examples of some of the terms.
iain goodyear game engines definitions woprks 2 cristian gallianocrisgalliano
ย
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for 27 terms, including alpha, beta, demo, debug, collision, animation, and frames per second. For each term, the student provides a short definition from an online source, describes how the term relates to their own video game work, and includes an image or video demonstrating the term. The glossary covers key concepts in game development, testing, graphics, and programming.
The document is a glossary task from a BTEC course in Games Design requiring the student to research and define 15 key video game development terms. For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included an image or video example when possible. The terms included things like alpha/beta testing, bugs, game engines, physics, and lighting which are all important concepts in video game development.
The document is a glossary assignment for a games design course requiring students to research and define terms related to video game development. It includes definitions for terms like "demo," "beta," "alpha," "pre-alpha," "gold," "debug," "automation," and "white-box testing." For each term, the student provided a short definition from an online source, described how the term relates to their own work developing a game, and included an image supporting the term.
The document is a glossary assignment for a games design course requiring students to research and define terms related to video game development. It contains definitions for common terms like alpha, beta, demo, debug, bug, and more. For each term, the student provided a short definition from an online source, described how it relates to their own work, and included a supporting image.
Y1 gd engine_terminology -MPH (Michael P. Hughes)Mike Hughes
ย
This document contains a glossary of terms related to video game design and development. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own video game production practice. Images and links are included to support each definition.
This document contains a glossary of terms related to video game design and development. It provides definitions for key terms such as demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, game engine, vertex shader, pixel shader, post-processing, rendering, and normal map. For each term, it gives a short definition from an online source, describes how the term relates to the author's own game production practice, and includes an image or video for illustration. The glossary is part of an assignment to research and explain important video game industry terminology.
This document contains a glossary of terms related to video game design produced by a student. It includes 9 terms defined with short explanations and references. Each definition includes a short description of how the term relates to the student's own game production practice. The terms are: Demo, Beta, Alpha, Pre-Alpha, Gold, Debug, Automation, White-Box Testing, and Bug. Images and video links are provided to help illustrate each term.
Michael Hughes - Y1 GD ngine_terminologyMike Hughes
ย
This document contains a glossary of terms related to video game design and development. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, bug, game engines, and more. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own video game production practice. Images and videos are also included to illustrate examples of some of the terms.
iain goodyear game engines definitions woprks 2 cristian gallianocrisgalliano
ย
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for 27 terms, including alpha, beta, demo, debug, collision, animation, and frames per second. For each term, the student provides a short definition from an online source, describes how the term relates to their own video game work, and includes an image or video demonstrating the term. The glossary covers key concepts in game development, testing, graphics, and programming.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for 27 terms, including alpha, beta, demo, debug, collision, animation, and frames per second. For each term, the student provides a short definition from an online source along with an explanation of how the term relates to their own video game production work and an image or video demonstrating the term. The glossary covers key concepts in game development, testing, engines, graphics, and physics.
The document is a glossary assignment for a games design course requiring the student to research and define 12 terms related to video game development and testing. For each term, the student provides a short definition from an online source, describes how the term relates to their own work, and includes an image or video example when possible. The terms defined include things like alpha/beta testing, debugging, physics engines, collision detection, and more.
This document contains a glossary of terms related to video game design and development. It includes 13 terms such as alpha, beta, demo, debug, bug, and animation. For each term, the student provided a short definition from an online source, described how the term relates to their own game production practice, and included an image or video example when possible. The goal of the assignment was to research and gather definitions for provided glossary terms and relate them to the student's own work.
The document is a glossary of terms related to video game development created by a student named Patryk Kleczkowski. It contains definitions for terms like demo, beta, alpha, pre-alpha, gold master, debugging, automation, white-box testing, bugs, vertex shaders, pixel shaders, and post-processing. For each term, the student provides a short definition from an online source as well as a description of how the term relates to their own video game production practice.
The document provides definitions for various terms related to video game design and development. It includes a glossary with 14 terms - such as demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, game engines, and vertex shader. For each term, it provides a short internet definition, a description of how the term relates to the author's own game production practice, and an image or video example when possible. The glossary is intended to demonstrate the author's research and understanding of fundamental video game terminology.
This document contains a glossary of terms related to video game development. It provides definitions for common terms like demo, beta, alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, entity, UV map, and procedural texture. Each term has a short definition from an online source and discusses how the term relates to the student's own video game production practice.
The document is a glossary assignment for a games design course requiring students to research and define 15 video game related terms. It includes definitions for terms like alpha testing, beta testing, debugging, collision detection, and pathfinding. Students were asked to provide the definition from an online source along with how it relates to their own game development work.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for over 30 terms, including types of game testing (alpha, beta, demo), components of game engines (vertex shader, pixel shader, post processing), and other design elements (collision, lighting, animation). For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included a video or image example when possible.
This document contains a glossary of terms related to video game design and development created by a student named Josh Grey. It includes 14 terms such as demo, beta, alpha, pre-alpha, gold, debug, bug, and others. For each term, Josh provides a short definition from an online source as well as his own description of how the term relates to his production practice. He also includes an image or video to support each term. The glossary is part of an assignment for Josh's BTEC Extended Diploma in Games Design course.
This document is a glossary template for video game design terms provided to a student at Salford City College. It contains definitions for common video game development terms like alpha, beta, debug, bug, and physics. For each term, the student provided an internet definition, described how the term relates to their own work, and included an image example when possible. The glossary covers a wide range of technical terms regarding game engines, testing, textures, and more.
The document is a glossary created by a student for a games design course. It contains definitions for 12 terms related to video game development that the student researched online. For each term, the student provided the definition they found, the relevant URL source, and whether and how they utilized the term in their own game production work. The glossary covers terms such as alpha/beta testing, game engines, lighting, and anti-aliasing among others.
The document is a glossary created by a student for a games design course. It contains definitions for 12 terms related to video game development that the student researched online. For each term, the student provided the definition they found, the relevant URL source, and whether and how they utilized the term in their own game production work. The glossary covers terms such as alpha/beta testing, game engines, debugging, physics, and anti-aliasing among others.
The document is a glossary assignment for a games design course requiring the student to research and define 15 gaming terms and relate them to their own production practice. For each term, the student provides a short definition from an online source, describes how the term relates to their work, and includes an image or video example. Some of the terms defined and related to the student's practice include demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, game engines, vertex shaders, and pixel shaders.
This document contains a glossary of terms related to video game design produced by a student named Terence Byrne. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. Each term has a short definition from an online source as well as a description of how the term relates to the student's own video game production practice and is accompanied by an image or video example.
The document is a glossary assignment for a games design course requiring the student to research and define video game related terms. It consists of the student's research into 20 terms, providing short definitions sourced from online references for each as well as images showing examples of the terms in games and descriptions of how the terms relate to their own work.
This document contains a glossary of terms related to video game design and development. It defines terms like alpha, beta, debug, collision detection, lighting, and anti-aliasing. For each term, it provides a short definition from an online source, describes how the term relates to video game production practice, and includes an image or video link illustrating the term. The glossary contains 10 terms and is part of a BTEC course assignment on sound design for computer games.
This document contains a glossary of terms related to video game design and development. It provides definitions for key terms like demo, beta, alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post-processing, rendering, normal map, entity, UV map, procedural texture, physics, and collision. For each term, it gives a short definition from an online source as well as an example of how the term relates to the author's own video game production practice and may include an image or video for illustration.
The document is a glossary assignment for a BTEC Extended Diploma in Games Design course. It contains definitions of 12 key video game development terms, with the student providing short definitions sourced from online research and describing the relevance of each term to their own production practice. Examples and images are also provided to support each term.
This document contains a glossary of terms related to video game design and development. It includes definitions of common terms like demo, beta, alpha, pre-alpha, gold, debug, bug, vertex shader, pixel shader, post-processing, rendering, and normal map. For each term, it provides a short definition from an online source as well as an example of how the term relates to the author's own video game production practice or a relevant image.
The document is a glossary assignment for a games design course requiring research and definitions of key video game terms. It includes definitions for 15 terms related to video game development, testing, and engines. The definitions provide short explanations and include references to online sources as well as descriptions of how each term relates to the student's own game production practice.
This document contains a glossary of terms related to video game design and development. It includes definitions of common terms like demo, beta, alpha, gold master, debugging, automation, and bug. It also defines graphics and engine related terms such as vertex shader, pixel shader, post-processing, rendering, normal mapping, UV mapping, and physics terms like collision and lighting effects. Each term includes a short definition from an online source as well as a description of how it relates to video game production practice and an image supporting the term.
This document contains a glossary of terms related to video game design and development. It includes definitions of common terms like alpha, beta, demo, debug, and gold as they relate to the game development process. It also includes terms related to game engines, graphics, and programming like vertex shaders, pixel shaders, lighting, collision detection, and level of detail. For each term, the student provided an internet definition from a source, described how the term relates to their own game production practice, and included a video example.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for 27 terms, including alpha, beta, demo, debug, collision, animation, and frames per second. For each term, the student provides a short definition from an online source along with an explanation of how the term relates to their own video game production work and an image or video demonstrating the term. The glossary covers key concepts in game development, testing, engines, graphics, and physics.
The document is a glossary assignment for a games design course requiring the student to research and define 12 terms related to video game development and testing. For each term, the student provides a short definition from an online source, describes how the term relates to their own work, and includes an image or video example when possible. The terms defined include things like alpha/beta testing, debugging, physics engines, collision detection, and more.
This document contains a glossary of terms related to video game design and development. It includes 13 terms such as alpha, beta, demo, debug, bug, and animation. For each term, the student provided a short definition from an online source, described how the term relates to their own game production practice, and included an image or video example when possible. The goal of the assignment was to research and gather definitions for provided glossary terms and relate them to the student's own work.
The document is a glossary of terms related to video game development created by a student named Patryk Kleczkowski. It contains definitions for terms like demo, beta, alpha, pre-alpha, gold master, debugging, automation, white-box testing, bugs, vertex shaders, pixel shaders, and post-processing. For each term, the student provides a short definition from an online source as well as a description of how the term relates to their own video game production practice.
The document provides definitions for various terms related to video game design and development. It includes a glossary with 14 terms - such as demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, game engines, and vertex shader. For each term, it provides a short internet definition, a description of how the term relates to the author's own game production practice, and an image or video example when possible. The glossary is intended to demonstrate the author's research and understanding of fundamental video game terminology.
This document contains a glossary of terms related to video game development. It provides definitions for common terms like demo, beta, alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, entity, UV map, and procedural texture. Each term has a short definition from an online source and discusses how the term relates to the student's own video game production practice.
The document is a glossary assignment for a games design course requiring students to research and define 15 video game related terms. It includes definitions for terms like alpha testing, beta testing, debugging, collision detection, and pathfinding. Students were asked to provide the definition from an online source along with how it relates to their own game development work.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for over 30 terms, including types of game testing (alpha, beta, demo), components of game engines (vertex shader, pixel shader, post processing), and other design elements (collision, lighting, animation). For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included a video or image example when possible.
This document contains a glossary of terms related to video game design and development created by a student named Josh Grey. It includes 14 terms such as demo, beta, alpha, pre-alpha, gold, debug, bug, and others. For each term, Josh provides a short definition from an online source as well as his own description of how the term relates to his production practice. He also includes an image or video to support each term. The glossary is part of an assignment for Josh's BTEC Extended Diploma in Games Design course.
This document is a glossary template for video game design terms provided to a student at Salford City College. It contains definitions for common video game development terms like alpha, beta, debug, bug, and physics. For each term, the student provided an internet definition, described how the term relates to their own work, and included an image example when possible. The glossary covers a wide range of technical terms regarding game engines, testing, textures, and more.
The document is a glossary created by a student for a games design course. It contains definitions for 12 terms related to video game development that the student researched online. For each term, the student provided the definition they found, the relevant URL source, and whether and how they utilized the term in their own game production work. The glossary covers terms such as alpha/beta testing, game engines, lighting, and anti-aliasing among others.
The document is a glossary created by a student for a games design course. It contains definitions for 12 terms related to video game development that the student researched online. For each term, the student provided the definition they found, the relevant URL source, and whether and how they utilized the term in their own game production work. The glossary covers terms such as alpha/beta testing, game engines, debugging, physics, and anti-aliasing among others.
The document is a glossary assignment for a games design course requiring the student to research and define 15 gaming terms and relate them to their own production practice. For each term, the student provides a short definition from an online source, describes how the term relates to their work, and includes an image or video example. Some of the terms defined and related to the student's practice include demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, game engines, vertex shaders, and pixel shaders.
This document contains a glossary of terms related to video game design produced by a student named Terence Byrne. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. Each term has a short definition from an online source as well as a description of how the term relates to the student's own video game production practice and is accompanied by an image or video example.
The document is a glossary assignment for a games design course requiring the student to research and define video game related terms. It consists of the student's research into 20 terms, providing short definitions sourced from online references for each as well as images showing examples of the terms in games and descriptions of how the terms relate to their own work.
This document contains a glossary of terms related to video game design and development. It defines terms like alpha, beta, debug, collision detection, lighting, and anti-aliasing. For each term, it provides a short definition from an online source, describes how the term relates to video game production practice, and includes an image or video link illustrating the term. The glossary contains 10 terms and is part of a BTEC course assignment on sound design for computer games.
This document contains a glossary of terms related to video game design and development. It provides definitions for key terms like demo, beta, alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post-processing, rendering, normal map, entity, UV map, procedural texture, physics, and collision. For each term, it gives a short definition from an online source as well as an example of how the term relates to the author's own video game production practice and may include an image or video for illustration.
The document is a glossary assignment for a BTEC Extended Diploma in Games Design course. It contains definitions of 12 key video game development terms, with the student providing short definitions sourced from online research and describing the relevance of each term to their own production practice. Examples and images are also provided to support each term.
This document contains a glossary of terms related to video game design and development. It includes definitions of common terms like demo, beta, alpha, pre-alpha, gold, debug, bug, vertex shader, pixel shader, post-processing, rendering, and normal map. For each term, it provides a short definition from an online source as well as an example of how the term relates to the author's own video game production practice or a relevant image.
The document is a glossary assignment for a games design course requiring research and definitions of key video game terms. It includes definitions for 15 terms related to video game development, testing, and engines. The definitions provide short explanations and include references to online sources as well as descriptions of how each term relates to the student's own game production practice.
This document contains a glossary of terms related to video game design and development. It includes definitions of common terms like demo, beta, alpha, gold master, debugging, automation, and bug. It also defines graphics and engine related terms such as vertex shader, pixel shader, post-processing, rendering, normal mapping, UV mapping, and physics terms like collision and lighting effects. Each term includes a short definition from an online source as well as a description of how it relates to video game production practice and an image supporting the term.
This document contains a glossary of terms related to video game design and development. It includes definitions of common terms like alpha, beta, demo, debug, and gold as they relate to the game development process. It also includes terms related to game engines, graphics, and programming like vertex shaders, pixel shaders, lighting, collision detection, and level of detail. For each term, the student provided an internet definition from a source, described how the term relates to their own game production practice, and included a video example.
This document provides a glossary of terms related to video game design and development. It includes definitions for common terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, and others. For each term, it provides a short definition from an online source, describes how the term relates to the author's own production practice, and includes an image to illustrate the term. The glossary covers terms for game testing, game engines, and graphics techniques like vertex shaders, pixel shaders, and more.
This document provides a glossary of terms related to video game design and development. It includes 14 terms with short definitions from online sources and examples of how each term relates to the production process. The terms cover various aspects of game development such as testing phases, game engines, graphics techniques, and physics. For each term, there is a provided image or video to help illustrate the concept.
The document is a glossary of terms related to video game design created by a student named Tom Crook. It contains definitions of 18 terms found in video games, with each definition citing a source and including an image or video to illustrate the term. The terms cover various aspects of game development such as testing stages, engines, textures, physics, and lighting.
This document is a glossary assignment for a games design course requiring the student to define key video game development terms. It includes definitions for terms like alpha, beta, debug, automation, and others. For each term, the student provided a short internet definition, described how the term relates to their own work, and included an image example when possible.
The document is a glossary assignment for a games design course requiring research and definitions of video game terms. It includes definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, and others. For each term, the student provided a short definition from an online source, described how it relates to their own work, and included an image or video example when possible.
This document is a glossary assignment from Salford City College requiring the student to research and define video game design and video game terms. It provides definitions for over 20 terms related to video games, game engines, and game development. For each term, the student provided a short definition from an online source, described how the term relates to their own production practice, and included an image or video example when possible.
The document is a glossary assignment for a games design course requiring research and definitions of video game terms. It includes definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, and others. For each term, the student provided a short definition from an online source, described how it relates to their own work, and included an image or video example when possible.
The Purposes and Functions of components of Game Engineswdhanuka
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The document provides definitions for various video game development and testing terms. It includes definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, game engines, and more. For each term, it gives a short definition from an online source and discusses how the term relates to the writer's own video game production practice.
Louis hughes y1 gd engine_terminology college workLouisHughes666
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The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for terms such as demo, beta, alpha, pre-alpha, gold, debug, automation, and others. For each term, the student provided a short definition from an online source as well as a one sentence description of how the term relates to their own video game production practice.
This document contains a glossary of terms related to video game design and development. It defines terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bugs, game engines, vertex shaders, pixel shaders, post-processing, rendering, normal maps, entities, UV mapping, procedural textures, and physics. For each term, it provides a short definition from an online source, describes how the term relates to the student's own work, and includes an image or video example when possible. The glossary is intended to demonstrate the student's understanding of fundamental video game terminology.
This document contains a student's work on a glossary of terms related to video game design. It includes 10 terms that are defined based on online research, with descriptions of how each term relates to the student's own video game production practice. For each term, an image or video is provided as a visual example. The glossary contains technical terms about game development stages, engines, testing, and graphics.
This document is a glossary of terms related to video game design and development. It contains definitions for terms like alpha, beta, debug, collision detection, lighting, and level of detail. Each term has a short definition from an online source as well as a description of how the term relates to the author's own game production practice. Images and links are provided to help illustrate each term. The glossary was created as part of a college assignment to demonstrate understanding of key concepts in video game design.
Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
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Andreas Schleicher, Director of Education and Skills at the OECD presents at the launch of PISA 2022 Volume III - Creative Minds, Creative Schools on 18 June 2024.
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
THE SACRIFICE HOW PRO-PALESTINE PROTESTS STUDENTS ARE SACRIFICING TO CHANGE T...indexPub
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The recent surge in pro-Palestine student activism has prompted significant responses from universities, ranging from negotiations and divestment commitments to increased transparency about investments in companies supporting the war on Gaza. This activism has led to the cessation of student encampments but also highlighted the substantial sacrifices made by students, including academic disruptions and personal risks. The primary drivers of these protests are poor university administration, lack of transparency, and inadequate communication between officials and students. This study examines the profound emotional, psychological, and professional impacts on students engaged in pro-Palestine protests, focusing on Generation Z's (Gen-Z) activism dynamics. This paper explores the significant sacrifices made by these students and even the professors supporting the pro-Palestine movement, with a focus on recent global movements. Through an in-depth analysis of printed and electronic media, the study examines the impacts of these sacrifices on the academic and personal lives of those involved. The paper highlights examples from various universities, demonstrating student activism's long-term and short-term effects, including disciplinary actions, social backlash, and career implications. The researchers also explore the broader implications of student sacrifices. The findings reveal that these sacrifices are driven by a profound commitment to justice and human rights, and are influenced by the increasing availability of information, peer interactions, and personal convictions. The study also discusses the broader implications of this activism, comparing it to historical precedents and assessing its potential to influence policy and public opinion. The emotional and psychological toll on student activists is significant, but their sense of purpose and community support mitigates some of these challenges. However, the researchers call for acknowledging the broader Impact of these sacrifices on the future global movement of FreePalestine.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
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The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
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(๐๐๐ ๐๐๐) (๐๐๐ฌ๐ฌ๐จ๐ง ๐)-๐๐ซ๐๐ฅ๐ข๐ฆ๐ฌ
๐๐ข๐ฌ๐๐ฎ๐ฌ๐ฌ ๐ญ๐ก๐ ๐๐๐ ๐๐ฎ๐ซ๐ซ๐ข๐๐ฎ๐ฅ๐ฎ๐ฆ ๐ข๐ง ๐ญ๐ก๐ ๐๐ก๐ข๐ฅ๐ข๐ฉ๐ฉ๐ข๐ง๐๐ฌ:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
๐๐ฑ๐ฉ๐ฅ๐๐ข๐ง ๐ญ๐ก๐ ๐๐๐ญ๐ฎ๐ซ๐ ๐๐ง๐ ๐๐๐จ๐ฉ๐ ๐จ๐ ๐๐ง ๐๐ง๐ญ๐ซ๐๐ฉ๐ซ๐๐ง๐๐ฎ๐ซ:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) Curriculum
ย
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 Atherton
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 game demo is a freely distributed
piece of an upcoming or recently
released video game. Demos are
typically released by the
game's publisher to help consumers
get a feel of the game before deciding
whether to buy the full version.
http://en.wikipedia.org/wiki/Game_dem
o
A demo is a short
section of a game
released to download
to allow people to
trial a game before
they buy it or it is a
part of the game that
they show to people
during gaming events
such as E3 in order to
build up โhypeโ for
the game in order to
interest people into
buying the game they
are normally used for
marketing purposes
http://www.youtube.com/watch?v=FcMRkyoHKeA
This video shows a non-playable demo for
watchdogs
http://www.youtube.com/watch?v=-9o4HPdvjVg
This video shows the playable demo for dragon age
II
Beta A test for a computer product prior to
commercial release. Beta testing is the last
stage of testing, and normally can involve
sending the product to beta test
A beta is the stage in
a game after alpha
http://www.youtube.com/watch?v=-MWPeScb_sk
This video shows the beta of โnext car gameโ
2. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
2
sites outside the company for real-world
exposure or offering the product for a free
trial download over the Internet. Beta
testing is often preceded by a round of
testing called alpha testing.
http://www.webopedia.com/TERM/B/beta_te
st.html
where it is made
slightly more public
and allow people to
play the game and
report bugs so that
they can be patched
out
Alpha A very early version of a software product
that may not contain all of the features that
are planned for the final version.
Typically, software goes through two
stages of testing before it is considered
finished. The first stage, called alpha
testing, is often performed only by users
within the organization developing the
software. The second stage, called beta
testing, generally involves a limited number
of external users.
An alpha is the stage
in the game where the
game is still buggy and
unfinished but is ready
for play testing to find
bugs and get opinions
http://www.youtube.com/watch?v=bBGX0dl5Ziw
This video shows the alpha build of banished
Pre-Alpha Pre-Alpha is a standard term to denote
a number of interim milestones
between prototyping and alpha, each
of which includes new functionality
and/or game content. Pre-alphas often
mandate incremented improvements
on a number of parallel areas in a
project, but rarely expect any one of
those areas to be complete. The exact
content of each pre-alpha is often an
ongoing discussion between producers
on the team and those at the
publisher.
http://www.whatgamesare.com/pre-alpha.
html
Pre alpha is the first
stage in game testing
where the game is
nowhere near finished
and can completely
change direction at
any point however it is
still being slightly
tested to find bugs as
they go and get the
game heading into the
direction they want
http://www.youtube.com/watch?v=MJw7OaLhMfE
This video shows the pre-alpha of unreal
tournament 4
3. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
3
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.
"The newest release in that game series is
in 2 weeks, it has just Gone Gold!"
http://www.urbandictionary.com/define.p
hp?term=Gone%20Gold
Going gold is the stage
where the coding for
game is finished and it
is being sent off to be
shipped and is almost
ready for release
This picture shows rockstars post when gta 5 went
gold
Debug Identify and remove errors from
(computer hardware or
software):games are the worst to
debug
http://www.oxforddictionaries.com/definition
/english/debug
Debugging is finding
and removing errors
from a games code
http://www.youtube.com/watch?v=_uzSw_fb7NQ
This video shows debugging
Automati
on
the technique of making an
apparatus, a process, or a system
operate automatically
Automation is the
process of using
computer programs
that do things for you
in your games for
example in a game
such as Minecraft they
use procedural
generation to create
the world in which the
4. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
4
player will play in
automatically all they
design is the blocks in
which the system will
place when it
generates the world
White-
Box
Testing
White Box Testing (also known as Clear
Box Testing, Open Box Testing, Glass
Box Testing, Transparent Box Testing,
Code-Based Testing or Structural Testing)
is a software testing method in which the
internal structure/design/implementation
of the item being tested is known to the
tester. The tester chooses inputs to exercise
paths through the code and determines the
appropriate outputs. Programming know-how
and the implementation knowledge is
essential. White box testing is testing
beyond the user interface and into the
nitty-gritty of a system.
http://softwaretestingfundamentals.com/whit
e-box-testing/
White box testing is a
method of testing
where the code of
software is tested
rather than the user
interface
http://www.youtube.com/watch?v=3bJcvBLJViQ
This video shows what white box testing is
5. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
5
Bug A software bug is a problem causing a
program to crash or produce invalid
output. The problem is caused by
insufficient or erroneous logic. A bug
can be an error, mistake, defect or
fault, which may cause failure or
deviation from expected results.
http://www.techopedia.com/definition/24864
/software-bug-
A bug is a mistake in
the code of software
This picture shows one of the most common bugs in
video games where a player has fallen out of the
map
GAME
ENGIN
ES
GAME
ENGIN
ES
Vertex
Shader
A vertex shader is a graphics
processing function used to add
special effects to objects in a 3D
environment by performing
mathematical operations on the
objects' vertex data.
http://www.nvidia.co.uk/object/feat
ure_vertexshader.html
Vertex shaders are
mathematical shaders
that are used to add
special effects to
objects in an
environment
http://www.youtube.com/watch?v=nhIMB-pzRDc
This video shows how to use vertex shaders in unity
6. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
6
Pixel
Shader
Useful for someone who plays high-resolution
games or watches high-definition
movies on a computer, pixel
shading executes various functions
affecting how pixels on a computer
screen will display. Executed from a
computer's graphics card, pixel
shaders make many special effects
seen in gaming and other visually
complex programs possible.
http://www.ehow.com/info_8764308_pixel-shading.
html
Pixel shading affects
how many pixels will
be displayed on screen
it is useful for
creating special
effects
http://www.youtube.com/watch?v=znfDhf1_UFA
This video shows GTA San Andreas enhanced by a
pixel shader
Post
Processin
g
Additionally, post-processing is
commonly used in 3D rendering,
especially for video games. Instead
of rendering 3D objects directly to
the display, the scene is first
rendered to a buffer in the memory
of the video card. Pixel shaders are
then used to apply post-processing
filters to the image buffer before
displaying it to the screen. Post-processing
allows effects to be used
that require awareness of the entire
Post processing are
effects such as bloom
and ambient occlusion
which give a game a
more cinematic look
however they can
sometimes make a
game hard to play as a
lot of bloom makes
the screen quite
blurry however it
makes screenshots
look better
This picture shows the difference between having
post processing on and off as you can see the
picture with it on looks nicer but would make for a
more difficult playing experience
7. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
7
image (since normally each 3D
object is rendered in isolation). Such
effects include: High dynamic range
rendering, Bloom, Motion blur,
Screen Space Ambient Occlusion,
Cel shading, Crepuscular rays, Film
grain simulation, Depth of field,
Shadow mapping
http://en.wikipedia.org/wiki/Video_po
st-processing
Renderin
g
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
http://en.wikipedia.org/wiki/Rendering_(comp
uter_graphics)
Rendering is when you
create an image out of
a model or multiple
models
http://www.youtube.com/watch?v=00gAbgBu8R4
This video shows some in engine rendering of
enviroments
Normal
Map
In 3D computer graphics, normal
mapping, or "Dot3 bump mapping", is
a technique used for faking the lighting
of bumps and dents
http://en.wikipedia.org/wiki/Normal_ma
pping
Normal mapping is a
technique used to
artificially add lighting
to a model
http://www.youtube.com/watch?v=Wopbib6iNlw
This video shows how to create a normal map
Entity
In computer games and game
engines, entity is a dynamic object
such as a non-player
character or item.
An entity is an object
in game that is not a
player but is still
effected by the
http://www.youtube.com/watch?v=aKhVilAlWrE
This video shows the entity system used by
nintendo
8. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
8
http://en.wikipedia.org/wiki/Entity
physics engine such as
a barrel
UV Map UV mapping is the 3D
modeling process of making a 2D
image representation of a 3D model's
surface
http://en.wikipedia.org/wiki/UV_mapping
UV mapping is the
process of making a
2D model of a 3D
model so it would
show the front and
the back of the model
This picture shows a uv map of the daemon hunter
from diablo 3
Procedur
al Texture A procedural texture is a computer-generated
image created using
an algorithm intended to create a
realistic representation of natural
elements such
as wood, marble, granite, metal, stone,
and others.
http://en.wikipedia.org/wiki/Procedural_textu
re
A procedural texture
is a texture that is
generated by a
computer using
mathematical
algorithms
This picture shows a procedurally generated
mountain that was created by procedural texturing
9. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
9
software
Physics Computer animation
physics or game physics involves
the introduction of the laws
of physics into a simulation or game
engine
http://en.wikipedia.org/wiki/Game_physics
Physics is what the
game uses to have
laws of physics similar
to what we have in
the real world
however they do not
have to be similar to
what we have here for
example gravity could
be turned off within
game physics and
therefor nothing will
fall or it could be
programmed so that
things fall upwards it
is a set of rules that
all objects in the
game follow
http://www.youtube.com/watch?v=4jS3OHBfffY
This video shows a demonstration of a physics
engine
Collis
bnion
Collision detection typically refers
to the computational problem of
detecting the intersection of two or
more objects
http://en.wikipedia.org/wiki/C
ollision_detection
Collision is what a
game engine uses to
detect if two objects
collide (touch each
other)
10. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
10
This picture shows a collision within burnout
paradise
Lighting Lighting is what lights
up a game some
lighting engines only
include small things
such as light and dark
areas whereas other
lighting engines
include rays of light
A picture showing lighting in a modded version
skyrim it shows light rays and different areas
having a different intensity of lighting
AA โ
Anti-
Aliasing
Antialiasing is a software technique for
diminishing jaggies - stairstep-like lines that
should be smooth.
http://www.webopedia.com/TERM/A/antialias
ing.html
Anti-Aliasing is a
technique that is used
to get rid of jagged
edges on objects in
game
This picture shows anti-aliasing used on a set of
trees as you can see with it off the tree is quite
jagged whereas with it on the tree looks quite
11. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
11
smooth
LoD โ
Level of
Detail
Level of detail is a general design term
for video game landscapes in which
closer objects are rendered with more
polygons than objects that are farther
away.
http://www.techopedia.com/definition/1
1791/level-of-detail-lod
Level of detail is how
many polygons are
rendered within
objects depending on
how close to you they
are for example
mountains in the
background will not
have as many polygons
rendered as a house
right in front of you
This image shows different levels of detail
Animatio
n
The manipulation of electronic
images by means of a computer
in order to create moving
images.
http://www.oxforddictionaries.co
m/definition/english/animation
Animation is using a
computer to make
models move and be
able to interact with
the game world
https://www.youtube.com/watch?v=M4xJaXLE_98
This video shows how to animate a character within
a game
Sprite In computer graphics, a sprite
(also known by other names; see
Synonyms below) is a two-dimensional
image or animation
that is integrated into a larger
scene. Initially including just
graphical objects handled
separately from the memory bitmap
of a video display, this now
includes various manners of
graphical overlays.
http://en.wikipedia.org/wiki/Sprite_(
A sprite is a 2D
character used in
video games they
usually look quite
pixelated and are used
within 2D video games
as either playable or
non-playable
characters they were
more commonly used
around the times of
This picture shows a sprite of link from the legend
12. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
12
computer_graphics) the NES and the SNES
however they are still
used in lots of games
today
of Zelda series
Scene A cutscene or event
scene (sometimes in-game
cinematic or in-game movie) is a
sequence in a video game over
which the player has no or only
limited control, breaking up the
gameplay and used to advance the
plot
http://en.wikipedia.org/wiki/C
utscene
A cut scene is a
cinematic within a
game
http://www.youtube.com/watch?v=GftyGWiym6M
This video shows an example of some cutscenes
used in the simpsons game
Library a library is a collection of non-volatile
resources used by programs
on a computer, often to develop
software. These may include
configuration data, documentation,
help data, message templates, pre-written
code and subroutines, classes, value
s or type specifications.
A library is a
collection of resources
on a computer that
programmers on a
game can use to help
to develop it
This picture shows an example of a libary
13. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
13
UI The user interface, in the
industrial design field of humanโ
machine interaction, is the space
where interactions between
humans and machines occur
http://en.wikipedia.org/wiki/User_int
erface
The ui is the interface
in which the user is
shown and uses to
interact with the
game in games such as
hotkey mmoโs/rpgs
this is used to cast
spells and abillitys and
use items whereas in
fpsโs and other types
of games they are
used to display
information to the
player such as health
ammo and a minimap
This picture shows the UI in torchlight as you can
see it allows you cast spells and use items as well
as showing your health and manna and allowing you
to unlock new spells as you level up
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
Frames are each
image in a game they
are in every game and
most games run at
about 30 fps with next
gen consoles and pcโs
aiming to run at 60fps
This image shows frames drawn out as you can see
each frame shows the slightest movement of the
character so that when all the frames are played at
a high frame rate movements of the character will
not be missed
14. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
14
graphics processor of a computer
is.
www.techterms.com/definition/fr
ame
Concept A general idea derived or
inferred from specific instances
or occurrences
https://www.google.co.uk/?gw
s_rd=ssl#q=concept
A concept is an idea in
games design this can
range from ideas for a
character or a
gameplay mechanic to
ideas for
environments, story,
lore or the game
world itself or even
just an idea for a
game
This picture shows some concept art for a
character in a game
Event Events are things that
happen within a game
which are not entirely
http://www.youtube.com/watch?v=cQH9n1VxQh4
this video shows a fate event in final fantasy 14
where a group of players have to kill a boss this
15. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
15
scripted and often
have you differ from
the story usually
found in rpgs for
example in final
fantasy 14 they are
called fates, fates will
randomly spawn on
the map and have a
random task for a
group of players to
complete
event is randomly spawned and was only for a
limited time
Pathfindi
ng
Pathfinding or pathing is the
plotting, by a computer application,
of the shortest route between two
points.
http://en.wikipedia.org/wiki/Pathfind
ing
Path finding is what
the AI uses to find its
way around within a
game path finding will
show it how to get
from point A to point
B fastest without
going through any
walls and always
keeping to an area
that they can
realistically move on
This picture shows how pathfinding works the line
represents the path the ai can take and it works
out the quickest path from point A to be without
falling off the platform