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 contains a glossary of video game design and development terms compiled by a student. It includes 14 terms related to video game testing, game engines, graphics, and development. For each term, it provides a short definition from an online source as well as the student's description of how the term relates to their own work in video game production.
This document contains a glossary of terms related to video game design and development. It includes 14 terms from areas like video game testing, game engines, animation, and user interface design. 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 work. It aims to research and gather definitions for provided glossary terms to demonstrate understanding of key concepts.
Anthony newman y1 gd engine_terminology unitanthonynewman
This document is a glossary task from a BTEC course in Games Design. It contains definitions of various video game development and design terms sourced from online references. Students were asked to research definitions, provide related images or videos, and describe how each term relates to their own production practice. Definitions cover topics such as video game testing stages, game engines, 3D modeling, physics, lighting, and user interfaces.
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.
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. It provides definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, entity, UV map, procedural texture, physics, collision, lighting, anti-aliasing, level of detail, animation, and sprite. Each term includes a short definition from an online source as well as an image and description of how the term relates to video game production.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions of 27 key terms, sourced from online references. For each term, the student provides a short definition and links it to their own production practice, such as developing a game character or debugging scripting errors.
This document contains a glossary of video game design and development terms compiled by a student. It includes 14 terms related to video game testing, game engines, graphics, and development. For each term, it provides a short definition from an online source as well as the student's description of how the term relates to their own work in video game production.
This document contains a glossary of terms related to video game design and development. It includes 14 terms from areas like video game testing, game engines, animation, and user interface design. 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 work. It aims to research and gather definitions for provided glossary terms to demonstrate understanding of key concepts.
Anthony newman y1 gd engine_terminology unitanthonynewman
This document is a glossary task from a BTEC course in Games Design. It contains definitions of various video game development and design terms sourced from online references. Students were asked to research definitions, provide related images or videos, and describe how each term relates to their own production practice. Definitions cover topics such as video game testing stages, game engines, 3D modeling, physics, lighting, and user interfaces.
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.
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. It provides definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, entity, UV map, procedural texture, physics, collision, lighting, anti-aliasing, level of detail, animation, and sprite. Each term includes a short definition from an online source as well as an image and description of how the term relates to video game production.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions of 27 key terms, sourced from online references. For each term, the student provides a short definition and links it to their own production practice, such as developing a game character or debugging scripting errors.
Anthony newman y1 gd engine_terminologyvvvvvanthonynewman
This document contains a glossary of terms related to video game design produced by a student at Salford City College. It includes over 30 terms commonly used in video game development with short definitions sourced from online references. For each term, the student provided a short description of how the term relates to their own work and an image or video demonstrating the term in a game when possible.
This document contains a student's completed glossary of terms related to video game design. It includes 14 terms with short definitions sourced from online references as well as descriptions of how each term relates to the student's own video game production practice. The terms covered include types of game testing like demos, alphas and betas, as well as technical terms involving game engines, entities, textures, lighting effects, and more. Each entry also includes an image or video to help illustrate the term.
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.
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.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for 20 key terms, including demo, beta, alpha, debug, collision, lighting, and frames. For each term, the student provides 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 work.
Louis hughes y1 gd engine_terminology college workLouisHughes666
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.
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.
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 sourced from online references. The student provides context for each term and how it relates to their own game production practice, such as releasing demo and beta versions, using debugging techniques, and including collision detection.
This document contains a glossary of 13 terms related to video game design and development. For each term, it provides a short definition from an online source, a brief description of how the term relates to the author's own work, and an image or video demonstrating the term. The terms covered include common industry terms like beta, alpha, debug, and gold as well as technical terms like vertex shader, pixel shader, and anti-aliasing.
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 video game related terms. It includes definitions for 14 terms related to video game development processes and techniques. 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 linking the term to an example in a game. The glossary covers terms such as alpha/beta testing, debugging, lighting, collision detection, and more.
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.
iain goodyear game engines definitions woprks 2 cristian gallianocrisgalliano
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.
This 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 demo, beta, alpha, gold, debug, automation, white-box testing, bug, game engine, vertex shader, and more. 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. Images and video links are also included to illustrate some of the terms.
This document contains a glossary of terms related to video game design produced by a student. It includes 20 terms defined through online research with accompanying descriptions of how each term relates to video game production practice. Each term also includes an image or video link illustrating the term in a game context. The terms cover areas such as game development cycles, game engines, graphics techniques, gameplay elements, 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, debugging, physics, and anti-aliasing among others.
Haiku Deck is a presentation platform that allows users to create Haiku-style slideshows. The document encourages the reader to get started creating their own Haiku Deck presentation on SlideShare by providing a link to do so. It aims to inspire the reader to try out Haiku Deck's unique presentation style.
This document summarizes a study on systems-level barriers that contribute to secondary conditions in individuals with fetal alcohol spectrum disorders (FASD). The study involved interviews and focus groups with parents of children with FASD and service providers.
The key findings were:
1) A pervasive lack of knowledge about FASD exists throughout multiple systems, including healthcare, education, and social services. This lack of knowledge contributes to barriers across different systems.
2) Systems-level barriers that interfere with preventing secondary conditions include delayed diagnosis of FASD, difficulty qualifying for and accessing services, poor implementation of services, and challenges maintaining services long-term.
3) Broad system changes are needed using a public
This document discusses public relations strategies for the company Suez. It identifies direct and indirect PR approaches, with direct involving the sales force interacting with customers and indirect using press releases and industry conferences. The document also notes that PR can benefit Suez internally by making operations more profitable and aiding strategic planning, and externally by providing market access, supporting clean energy policies, networking opportunities, and building credibility. Key audiences for PR include government, employees and their families, and the financial sector.
Anthony newman y1 gd engine_terminologyvvvvvanthonynewman
This document contains a glossary of terms related to video game design produced by a student at Salford City College. It includes over 30 terms commonly used in video game development with short definitions sourced from online references. For each term, the student provided a short description of how the term relates to their own work and an image or video demonstrating the term in a game when possible.
This document contains a student's completed glossary of terms related to video game design. It includes 14 terms with short definitions sourced from online references as well as descriptions of how each term relates to the student's own video game production practice. The terms covered include types of game testing like demos, alphas and betas, as well as technical terms involving game engines, entities, textures, lighting effects, and more. Each entry also includes an image or video to help illustrate the term.
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.
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.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for 20 key terms, including demo, beta, alpha, debug, collision, lighting, and frames. For each term, the student provides 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 work.
Louis hughes y1 gd engine_terminology college workLouisHughes666
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.
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.
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 sourced from online references. The student provides context for each term and how it relates to their own game production practice, such as releasing demo and beta versions, using debugging techniques, and including collision detection.
This document contains a glossary of 13 terms related to video game design and development. For each term, it provides a short definition from an online source, a brief description of how the term relates to the author's own work, and an image or video demonstrating the term. The terms covered include common industry terms like beta, alpha, debug, and gold as well as technical terms like vertex shader, pixel shader, and anti-aliasing.
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 video game related terms. It includes definitions for 14 terms related to video game development processes and techniques. 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 linking the term to an example in a game. The glossary covers terms such as alpha/beta testing, debugging, lighting, collision detection, and more.
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.
iain goodyear game engines definitions woprks 2 cristian gallianocrisgalliano
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.
This 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 demo, beta, alpha, gold, debug, automation, white-box testing, bug, game engine, vertex shader, and more. 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. Images and video links are also included to illustrate some of the terms.
This document contains a glossary of terms related to video game design produced by a student. It includes 20 terms defined through online research with accompanying descriptions of how each term relates to video game production practice. Each term also includes an image or video link illustrating the term in a game context. The terms cover areas such as game development cycles, game engines, graphics techniques, gameplay elements, 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, debugging, physics, and anti-aliasing among others.
Haiku Deck is a presentation platform that allows users to create Haiku-style slideshows. The document encourages the reader to get started creating their own Haiku Deck presentation on SlideShare by providing a link to do so. It aims to inspire the reader to try out Haiku Deck's unique presentation style.
This document summarizes a study on systems-level barriers that contribute to secondary conditions in individuals with fetal alcohol spectrum disorders (FASD). The study involved interviews and focus groups with parents of children with FASD and service providers.
The key findings were:
1) A pervasive lack of knowledge about FASD exists throughout multiple systems, including healthcare, education, and social services. This lack of knowledge contributes to barriers across different systems.
2) Systems-level barriers that interfere with preventing secondary conditions include delayed diagnosis of FASD, difficulty qualifying for and accessing services, poor implementation of services, and challenges maintaining services long-term.
3) Broad system changes are needed using a public
This document discusses public relations strategies for the company Suez. It identifies direct and indirect PR approaches, with direct involving the sales force interacting with customers and indirect using press releases and industry conferences. The document also notes that PR can benefit Suez internally by making operations more profitable and aiding strategic planning, and externally by providing market access, supporting clean energy policies, networking opportunities, and building credibility. Key audiences for PR include government, employees and their families, and the financial sector.
Scribd es un sitio web que permite a los usuarios publicar y compartir diferentes tipos de documentos como ensayos, presentaciones y archivos de texto de manera gratuita. Los usuarios pueden subir documentos en formatos como Word, PDF, PowerPoint y más para que otros puedan leerlos y comentarlos sin necesidad de descargarlos. Scribd es útil para estudiantes, profesionales y cualquier persona interesada en publicar y encontrar documentos en línea de manera fácil.
El documento describe el Servicio Nacional de Aprendizaje (SENA) de Colombia. El SENA ofrece formación gratuita a millones de colombianos para mejorar la competitividad de las empresas del país. El SENA nació en 1957 para brindar formación profesional y ha evolucionado para enfocarse en el desarrollo tecnológico e innovación. Su misión es ofrecer formación profesional integral para contribuir al desarrollo de Colombia.
Los diseños especiales ofrecen nuevas posibilidades creativas. Aunque puede parecer que todo ya fue inventado, siempre hay espacio para ideas originales que empujan los límites del diseño.
I write this article after being a primary school teacher in Birmingham for t...David Owen
Over the last 10 years, competitive sport in primary schools in Birmingham has declined, being replaced by one-off festival events. Birmingham has nearly 400 acres of underused playing fields, down from 67 primary school sport associations across 12 sports in 1985 to just 7 football associations now. In 1985, these fields were well-used by primary teachers who volunteered their weekends and evenings to organize and coach teams for primary school children. However, over the last 30 years primary school teachers have found it increasingly difficult to find time for these voluntary duties, requiring a new delivery model. The benefits of competitive sport participation are well-documented, so developing a sustainable new delivery model should be possible rather than continuing with the unsustainable status quo of underusing
How to build a hardware in one day v0.9seeedstudio
The document describes how to compile 100 pieces of hardware in 1 day using an agile approach. It discusses challenges with traditional prototyping approaches like unclear bills of materials, long lead times, and inconsistencies. The proposed agile solution involves open source hardware, an open parts library to share supply chain knowledge and optimize manufacturing processes, and manufacturing as a service using a decentralized network to bridge communication gaps. An example schedule is provided showing how a Raspberry Pi relay board was compiled in 22.5 hours using this agile and decentralized approach.
The Youth Entrepreneurship Project (YEP) aims to educate youth in Egypt, Lebanon, and Palestine on entrepreneurship to improve their economic status. It partners with three microfinance institutions to provide services and loans to over 3,000 youth beneficiaries and their existing businesses. Non-financial services include developing training curricula and training 76 staff. Financial services provided 493 loans totaling $985,470 USD to over 1,000 beneficiaries. Challenges included security issues delaying implementation and difficulties engaging working youth in financial education training.
Raghu B.S is applying for an Instrument Engineer position. He has a Bachelor's Degree in Electronics/Communication Engineering and 4 years of experience in instrument design, construction, commissioning, and installation. He is proficient in engineering software like AutoCAD, POPS, PXMCDB. Raghu has strong analytical and problem-solving skills and the ability to ensure customer satisfaction through quality work. He has included his resume and contact information and expressed interest in an interview for the position.
Eric Pérez Hubble y Guadalupe Del Carmen Velázquez González presentaron un trabajo titulado "Music is great" para la clase CO-51 en la Universidad Tecnológica de Cancún.
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 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 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.
The document is a glossary assignment for a games design course requiring students to research and define video game related terms. It contains definitions for over a dozen terms related to video game development, testing, and engines. Students were asked to provide the definition, source, and example of how it relates to their own work.
1. The document is a glossary of terms related to video game design produced by a student at Salford City College.
2. It contains definitions of over 30 terms like alpha, beta, debug, collision detection, and pathfinding.
3. For each term, the student provided a short definition from an online source as well as a description of how the term relates to their own video game production work.
The document is a glossary of terms related to video game design produced by Owen Green as part of an assignment. It contains definitions for over 20 terms sourced from online references along with descriptions of how each term relates to video game production practice. For each term, an image or video is provided as an example of its usage in games.
This document contains a glossary of terms related to video game design created by a student named Tom Crook. It includes 14 terms with short definitions sourced from the internet along with images and descriptions of how each term relates to video game production. The terms cover a range of topics including different stages of game development such as alpha, beta, and gold master versions, as well as technical elements like physics engines, collision detection, lighting, and frames per second. For each term, the student provided a researched definition, URL source, and evaluation of the relevance of the term to their own work.
This 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 gathered from online sources with URLs cited. For many terms, the student provides examples of how the term relates to their own video game production work, such as using collision detection to make a character fall over when bumping into things.
This document contains a glossary of 13 terms related to video game design and development. For each term, it provides a short definition from an online source, a brief description of how the term relates to the author's own work, and an image or video demonstrating the term. The terms covered include common industry terms like beta, alpha, debug, and gold as well as technical terms like vertex shader, pixel shader, and anti-aliasing.
This document contains a glossary of terms related to video game design created by a student named Tom Crook. It includes 14 terms with their definitions sourced from online references. For each term, Tom provides an explanation of how the term relates to his own video game production practice. The terms cover a range of topics including different stages of game development like alpha, beta, and gold master versions. It also includes terms related to technical aspects like debugging, physics engines, collision detection, and animation.
This document contains a glossary of terms related to video game design. It provides definitions for terms like alpha, beta, demo, gold (in reference to game versions), debugging, automation, collision detection, and others. Each term definition includes a short explanation and link to an online source. For some terms, the document also describes how the term relates to the author's own game production practice, such as releasing different versions to test for bugs.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions of over 30 terms organized into categories like "Video Games/Video Game Testing", "Game Engines", and "Concept". For each term, the student provided a short definition from an online source along with their own description of how the term relates to their video 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.
The document outlines an assignment brief for a Level 3 Diploma in Creative Media Production requiring students to create a comic or graphic novel. Students will research storytelling techniques, write and illustrate a short comic based on their own life, and develop a storyboard. They will learn about narration, dialogue, character development and building tension to create an engaging story for games. The final submission will be a fully colored A2 storyboard, along with research and draft materials, which students will present and evaluate in a group critique.
Liam Oven submitted work for assessment of the UNIT 74: COMPUTER GAME STORY DEVELOPMENT assignment. The submission included research cited on his blog for the seven tasks of the unit, covering story writing techniques, developing a story, visual ideas, storyboards, and presenting and evaluating his work. Liam signed a declaration confirming the work was his own and included references to any sources used.
Ha7and ha8 submission_declaration Liam Oven the kingItsLiamOven
This document is a learner assessment submission and declaration form for student Liam Oven. It details the assignments and tasks submitted for the units 3D Modelling and Sidekick on June 19, 2015. Liam Oven declares that the work submitted is his own and that he has referenced any sources used. The form provides the assignment references, titles of evidence submitted, and links to a blog where the evidence can be found for each task.
Ig1 task 2 analysis work sheet borderlands 2ItsLiamOven
The document summarizes a cutscene from the video game Borderlands 2 that introduces the character Tiny Tina. It provides 3 key details about the cutscene:
1) The setting shows Tiny Tina singing to herself in her cave-like home before suddenly blowing up a friend tied to a chair with dynamite. There is no background music to make the scene more calm before the shocking explosion.
2) The mood is meant to be funny, comedic, and shocking, showing off the character's explosive personality through her singing and the explosion. No background music was needed to achieve this effect.
3) The narrative has the character singing about a failed plan by bandits before the explosion. The narrative
The document describes opening up old game sound files and replacing some of the sounds with new VST sound effects, then doing the same process with other sound files as well.
Ratchetandclank2goingcommondoneedsediting liam the kingItsLiamOven
The document summarizes sounds used in the game Ratchet & Clank 2: Going Commando. It describes how the music is used to initially set a menacing setting but then changes tone to reflect the comedic nature of the game. Specific soundtrack elements like the boss's announcement were likely produced using voice actors in a studio and then altered digitally. The game genre relies heavily on sci-fi sound effects created artificially or with Foley artists to establish the narrative of Ratchet winning a race.
last of usn ghigfyhebf the king liam by jguhgItsLiamOven
The document provides an analysis of sound design techniques used in the video game "The Last of Us". It summarizes sounds from an abandoned power plant scene that establish mood and setting, including Foley effects of opening a gate and squishy footsteps. It then analyzes how the music and tone shift to reflect dangers and a reunion between characters. Finally, it briefly describes the post-apocalyptic narrative context of the game and how a variety of sound design techniques were used to create its emotional soundtrack.
fallout review by liam eyfdhyujeifjf the king ItsLiamOven
The intro establishes the post-apocalyptic setting of Fallout: New Vegas through sound. Western music plays at first, then a gunshot indicates war. Ambient sounds like a lighter create atmosphere. Speaking describes the aftermath of nuclear war and civilizations formed in vaults. It mentions a dam contested in a 3-year war between factions, and an untouched city state run by Mr. House and police robots. The sounds and music use genres and production techniques to set a mood that is initially happy then strange, sinister, and eerie, hinting at violence and an uncertain fate for the protagonist.
Dead space the review/thing by liam the kingItsLiamOven
The document provides analysis of sound elements from the video game DeadSpace 3. It summarizes:
1) Various sound effects are used to establish the setting including wind, space ambience, and radio static suggesting danger. Field recordings were likely used to create the wind and static sounds.
2) The mood is described as cold with icy tension between characters conveyed through music and sound effects that elicit fear, anger, and sadness. Musical instruments were probably used to create the background music.
3) The game genre is described as intense, fictional fantasy and adventure with mission-based and sci-fi elements. Foley artistry was mostly used for sound effects to grab attention through constant action.
4)
The document provides definitions for various audio and sound design terms. It includes a glossary with over 15 terms defined, along with the relevance of each term to the author's own production practice. Some of the key terms defined include foley artistry, sound libraries, .wav and .mp3 file formats, audio limitations like mono vs stereo sound, audio recording systems such as analog and digital, MIDI, software sequencers, and concepts of audio sampling like bit depth and sample rate.
Liam oven y1 games ig2 learner assessment submission declarationItsLiamOven
This document is a learner assessment submission and declaration form. It provides information about the learner, assessor, program of study, assignment details, and tasks submitted as evidence. The learner, Liam Oven, declares that the work submitted for the "Computer Game Audio Cut Sequence Production" assignment on their "Extended Diploma in Creative Media Production – Games Design" course is their own work.
The document discusses several audio sequences and clips that were created and edited by the author to tell a story or create different sounds and effects. The sequences include a robbery scenario with changes in tempo and environment, nature sounds edited to make loud and quiet parts stand out, and gunshot clips edited by changing pitch and playback rate. Plugins and effects were used to heavily edit sounds and create new music, allowing the author to experiment with different frequencies, ambience, and other properties to generate original compositions.
The document discusses several audio sequences that were created and edited to tell stories or set scenes. The first sequence involves a home robbery where the robber doesn't realize someone is home. The second uses edited nature sounds to imagine a pond scene with wildlife that is suddenly quieted by fireworks. The third discusses editing a gunshot clip by changing pitch and playback rate to create different sound versions. The fourth heavily edits a song using VST plugins to modify effects like frequency and dry/wetness to make the clip sound original.
1) The audio sequence tells a story through a combination of sounds that change in tempo and environment, imagining a robber breaking into a home and firing his weapon after being startled by someone inside.
2) Another audio sequence uses edited sounds to imagine a pond scene with wildlife noises replaced by the loud sounds of fireworks.
3) Editing the pitch and playback rate of a gunshot sound clip allowed for different versions at slow, fast, loud, and quiet speeds.
Two friends, Liam and Aiden, are presenting their idea for a new video game that blends action adventure and comedy genres. The game would feature two stickman characters, Ken and Kev, who get themselves into crazy escapades involving a police chase, hit and run, and pizza. Their presentation describes the inspiration from Ratchet and Clank and Jak and Daxter games, proposes an opening cut scene involving a spaceship under attack, and outlines plans to record audio and add sound effects using software like Audacity.
The document outlines a proposed game called "Ken n Kev Getting Pizza" that combines elements of action adventure and comedy. It describes the game as taking inspiration from Ratchet & Clank and Jak & Daxter, featuring two friends - a nervous character named Ken and a confident character named Kev with different accents - who get into comedic misadventures including a police chase and hit and run while trying to get pizza. The document discusses including intensifying audio effects and sounds to the recorded voiceovers that will be produced and edited using professional software.
Liam Oven has skills in Photoshop and Illustrator for image editing, Game Maker for game creation and coding, and Unity for game creation. His dream job is to create animations for games and TV shows, and to create an original game from scratch.
This document provides an assignment brief for a unit on understanding the computer games industry. The purpose of the assignment is for students to prepare personal career development materials, including a portfolio, CV, skills audit, and plans for higher education or apprenticeships after completing their course. The brief outlines 5 tasks for students to complete, including creating a portfolio of work, CV, skills audit and personal statement, and shortlists of higher education courses and apprenticeships they would consider. It provides grading criteria, learning outcomes, and deadlines for submission.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...Diana Rendina
Librarians are leading the way in creating future-ready citizens – now we need to update our spaces to match. In this session, attendees will get inspiration for transforming their library spaces. You’ll learn how to survey students and patrons, create a focus group, and use design thinking to brainstorm ideas for your space. We’ll discuss budget friendly ways to change your space as well as how to find funding. No matter where you’re at, you’ll find ideas for reimagining your space in this session.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
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:
Liam
Oven
RESEARCHED DEFINITION (provide short internet researched
definition and URL link)
DESCRIBE
THE
RELEVANCE
OF THE
RESEARCHE
D TERM TO
YOUR OWN
PRODUCTIO
N PRACTICE?
IMAGE SUPPORT (Provide an image and/or video link of
said term being used in a game)
VIDEO
GAMES
/ VIDEO
GAME
TESTIN
G
Demo Demo is short for demonstration, URL:
http://dictionary.reference.com/browse/demo
The game demo is the free distributed piece of the upcoming or recently
released video game., URL: http://en.wikipedia.org/wiki/Game_demo
Demo is
bas ically a
short preview
of the game
which you get
to play.
http://www.youtube.com/watch?v=h_CSJM0oaQI
Beta The be ta is the third s tage of most s oftware’s not only vi deo games, URL:
https ://uk.answers.yahoo.com/question/index?qid=20081019143302AAIBse
Y
A Computer Beta is a quality control technique in which hardware or
software is subject to trial, URL:
http://dictionary.reference.com/browse/beta+test
The beta is
bas ically you
can play the
game but i t
i s n’t fully
compl ete yet
and i t will
have bugs
http://www.youtube.com/watch?v=LCGq3_3iKv4
Alpha A very early version of the software product that may not contain all of the
features that are being planned for the final version. Typically, software, URL:
http://www.webopedia.com/TERM/A/alpha_version.html
The alpha is
bas ically a
beta but only
available for
tes ters,
http://www.youtube.com/watch?v=0VWnQHS-ffs
2. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
2
developers
and investors.
Pre-Alpha Pre Alpha is a mega early version of the game before anything i s finalized,
URL: http://forum.ea.com/eaforum/posts/list/440511.page
Pre a l pha re fers to a ll the a ctivity that happens during the software’s
development before the testing, URL:
http://eloisecorke.wordpress.com/2013/05/22/definition-pre-alpha-alpha-and-
beta/
The pre-alpha
i s for testing
the game
before the
beta or alpha.
http://www.youtube.com/watch?v=1oL7_Bc88OM
Gold Gone Gold means the creation of the game has been completed, URL:
https ://answers.yahoo.com/question/index?qid=20060920181003AANDTle
Gone gold is
when the
game is
completed
and i s being
released to
the public.
Thi s game has just been completed
Debug Debug means removing errors, bugs or abnormalities, URL:
http://www.techopedia.com/definition/16373/debugging
Locating a fixing bugs, URL:
http://searchsoftwarequality.techtarget.com/definition/debugging
Debug means
removing
bugs and
gl i tches from
the game.
Debugging a game
3. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
3
Automatio
n
Meaning is making anything work automatically or automating something,
URL: http://www.merriam-webster.com/dictionary/automation
Automation i s
when you
make
something
move or
compl ete
ta sks on its
once without
human
interaction. Thi s is a automation car
White-Box
Testing
Meaning This is used to find internal functionalities of software like
condi tional loops, statement coverage. It is mainly done by the Developers,
URL:
http://www.answers.com/Q/What_is_black_box_testing_and_white_box_te
s ting
White box
tes ting i s
where
developers fix
problems with
the game
i solating the
game from
anyone.
example of white
box tes ting
Bug Al so known as a glitch a bug is just something that is wrong in a game, URL:
https ://answers.yahoo.com/question/index?qid=20080622111127AAsXob5
A bug i s
something
tha t i sn’t
meant to be in
the game or
affects the
game in a bad
way.
He re ’s a n e xample of a bug/glitch
4. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
4
GAME
ENGINE
S
GAME
ENGINE
S
Vertex
Shader
Offers 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, URL:
http://www.pcmag.com/encyclopedia/term/53754/vertex-shader
Vertex shader
i s where you
trans form an
image to
become more
vertical and
makes to
image more
original.
Thi s was created with the vertex shader
Pixel
Shader
The pixel shader is another programmable function that allows flexibility
in shading an individual pixel, URL:
http://encyclopedia2.thefreedictionary.com/Pixel+shader
The pixel
shader adds
more depth to
an image
making it
more vi sual
appealing
with more
colour
variation.
Example of the pixel shader
Post
Processing
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,
URL: http://en.wikipedia.org/wiki/Video_post-processing
Pos t
processing
gives to image
more l ight and
brightens the
image which
gives the
effect of more
deta il.
Example of post processing
5. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
5
Rendering Rendering is the process of generating an image from a model by means
of computer software. Rendering is used in architecture, simulators, video
games, movies and television visual effects and design visualization, URL:
http://usa.autodesk.com/adsk/servlet/item?id=17940930&siteID=1231
12
Rendering is
where you
create your
video or
image.
Example of rendering
Normal
Map
It is used to add details without using more polygons. A common use of
this technique is to greatly enhance the appearance and details of a low
polygon model by generating a normal map from a high polygon model or
height map, URL: http://en.wikipedia.org/wiki/Normal_mapping
Normal map is
where you
add more
deta il or make
your image
smoother.
example of normal map
Entity entity is a dynamic object such as a non-player character or item, URL:
http://en.wikipedia.org/wiki/Entity
An enti ty i s
any object
within the
game.
Example of entity engine
6. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
6
UV Map UV mapping is the 3D modelling process of making a 2D image
representation of a 3D model's surface, URL:
http://en.wikipedia.org/wiki/UV_mapping
UV Map
al lows you to
see more of
an image
giving it more
deta il and
al lowing you
to edi t more.
Example of UV-Map
Procedural
Texture
A procedural texture is a computer-generated image created using
an algorithm intended to create a realistic representation of natural
elements such as wood, marble, granite, metal, stone, and others, URL:
http://en.wikipedia.org/wiki/Procedural_texture
Al lows to
creator to add
more realism
to an image.
Example of Procedural Texture
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, URL:
http://en.wikipedia.org/wiki/Game_physics
Introduce
laws of
phys ics to the
game.
Example of Game engine physics
7. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
7
Collision Collision detection algorithmically calculates impact time by identifying
two or more object intersection points. Collision detection is also a virtual
interface that determines user and object distance for collision
prevention. Collision detection is a key 3-D component associated with
robotics, video games and physical simulation, URL:
http://www.techopedia.com/definition/4778/collision-detection
Detect when
something
col l ides with
something
el se.
Example of Collision
Lighting is the rendering of computer graphics scenes by using lighting
calculations done in a larger dynamic range. This allows preservation of
details that may be lost due to limiting contrast ratios. Video
games and computer-generated movies and special effects benefit from
this as it creates more realistic scenes than with the more simplistic
lighting models used, URL: http://en.wikipedia.org/wiki/High-dynamic-range_
rendering
Lighting i s
used to
represent a
l ight effect of
a object like
the sun of a
l ight bulb
Example of lighting
AA – Anti-
Aliasing
Anti-Aliasing can detect these edges and smooth them out using a quick
scan of them, URL:
https://answers.yahoo.com/question/index?qid=20100420031929AAO
N6YB
Anti -Aliasing
smooth’s
edges out.
Example of Anti-Aliasing
8. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
8
LoD – 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, URL:
http://www.techopedia.com/definition/11791/level-of-detail-lod
LoD i s where
you edi t
landscape.
Example of Level of Detail
Animation A simulation of movement created by displaying a series of pictures,
or frames, URL: http://www.webopedia.com/TERM/A/animation.html
Animation is
when you
make an
image move.
Example of Animation
Sprite A sprite is a bitmap graphic that is designed to be part of a larger scene. It
can either be a static image or an animated graphic, URL:
http://www.techterms.com/definition/sprite
A spri te is a
image which
can be used in
a game.
Example of a Sprite
9. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
9
Scene A part of a story, movie or play, URL: http://www.merriam-webster.
com/dictionary/scene
A s cene is a
picture.
Example of a scene
Library A collection of software routines that programmers incorporate into their
applications. The library routines are linked into the program when it is
compiled. See class library, URL: http://www.yourdictionary.com/library
A l ibrary i s a
place to store
l inks and files.
Example of a library
UI Means in which a person controls a software application or hardware
device. A good user interface provides a "user-friendly" experience,
allowing the user to interact with the software or hardware in a natural
and intuitive way, URL:
http://www.techterms.com/definition/user_interface
The UI i s
something
control led by
the computer.
Example of UI
10. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
10
Frames In video and animation, a single image in a sequence of images. See
under FPS, URL: http://www.webopedia.com/TERM/F/frame.html
Frames is how
many times
the s creen
swaps frames
per second
(FPS).
Example of frames
Concept Where concepts are entities that exist in the brain, URL:
http://en.wikipedia.org/wiki/Concept
A concept is a
way of doing
something.
example of a concept
Event is an action or occurrence detected by the program that may be handled
by the program, URL: http://en.wikipedia.org/wiki/Event_(computing)
A event i s a
planned
action.
Example of a in game event
11. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
11
Path
finding
The plotting, by a computer application, of the shortest route between
two points. It is a more practical variant on solving mazes, URL:
http://en.wikipedia.org/wiki/Pathfinding
A path finder
i s l ike a sat
nav for a
game which
shows you the
fasted way of
getting to
your
des tination.
Example of Path finder