The document is a glossary task for a games design course that requires students to research and define video game development terms. It includes definitions for common terms related to game development stages, such as alpha, beta, and gold release. Additional terms defined include debug, automation, and white-box testing. The glossary provides images to illustrate concepts like level of detail, anti-aliasing, and normal mapping techniques used in game development.
The document is a glossary of terms related to video game design produced by a student. It contains definitions of 18 key terms, sourced from online references. For each term, the student provides a short summary of how the concept relates to their own game development work. The glossary covers areas such as game engines, testing, graphics techniques, and user interfaces.
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.
This document is a glossary of terms related to video game design created by a student at Salford City College. It contains definitions for 14 key terms, including demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, game engines, entity, UV mapping, procedural texture, and frames. 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 production practice and an image to support the 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.
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.
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.
This document contains a glossary of terms related to video game design. It provides researched 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, sprite, scene, and library. For each term, it gives a short definition from an online source and describes how the term relates to the author's own video game production practice.
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. It contains definitions of 18 key terms, sourced from online references. For each term, the student provides a short summary of how the concept relates to their own game development work. The glossary covers areas such as game engines, testing, graphics techniques, and user interfaces.
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.
This document is a glossary of terms related to video game design created by a student at Salford City College. It contains definitions for 14 key terms, including demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, game engines, entity, UV mapping, procedural texture, and frames. 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 production practice and an image to support the 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.
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.
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.
This document contains a glossary of terms related to video game design. It provides researched 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, sprite, scene, and library. For each term, it gives a short definition from an online source and describes how the term relates to the author's own video game production practice.
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. It includes definitions for terms like demo, alpha, beta, gold master, debugging, white-box testing, bugs, vertex shaders, pixel shaders, and more. For each term, the document provides a short definition from an online source, and describes how the term relates to the author's own video game production practice.
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 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 contains a glossary of terms related to video game design produced by Colin Dockerty. It includes 14 terms with definitions sourced from online references and descriptions of how each term relates to Dockerty's own game production practice. For each term, an image or video is provided as a visual example. The terms cover various aspects of game development including testing stages, engines, textures, physics and more.
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 template for a games design course assignment, requiring students to research and define video game development terms. It includes terms related to video game testing (e.g. demo, beta, alpha), game engines (e.g. vertex shader, pixel shader, post processing), 3D modeling (e.g. normal map, UV map, procedural texture), physics, and other core concepts (e.g. collision, lighting, animation, sprites). Students must provide a short definition from an online source for each term along with an example of how it applies to their own 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 provides definitions and explanations for various video game design and development terms. It includes terms related to video game testing such as demos, betas, alphas, and gold; game engines such as vertex shaders and pixel shaders; and other terms such as normal maps, entities, UV mapping, procedural textures, physics, collision, lighting, anti-aliasing, animation, sprites, scenes, libraries, user interfaces, frames, concept art, events, and pathfinding. For each term, it provides a short definition from online research along with an example of how the term relates to the author's own video game production practice.
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 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.
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.
1) The document is a glossary of terms related to video game design produced by a student named Jake Thompson. It contains definitions of 20 terms sourced from online research along with images and videos demonstrating each term.
2) The terms defined include things like alpha/beta testing, demos, bugs, game engines, physics, rendering, 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 work.
3) The glossary is intended to demonstrate the student's understanding of important technical concepts in video game development through compiled research and real world examples.
The document is a glossary task for a games design course that requires students to research and define video game development and design terms. It includes definitions for terms like alpha, beta, debug, entities, lighting, and animation. For each term, the student provides a short definition from an online source and describes how the term relates to their own game production practice.
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 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.
The document is a glossary produced by a student at Salford City College for a BTEC Extended Diploma in Games Design unit on sound for computer games. It contains definitions of 27 key video game design and development terms, with each definition citing a source URL. For many terms, the student provides examples of how the term relates to their own game production practice.
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.
QR Code Classroom Desk Furniture - An Idea...Adam Blackwood
QR Codes can be used a re-useable Desk Top Furniture items to provoke students to use their own devices to support their own independent learning when they come into a classroom. The QR Codes here can be updated daily without having to re-print / recreate them.
This document provides information about normal and abnormal breast changes and the importance of getting any abnormal changes checked by a doctor. It lists common breast changes like lumps, swelling, pain, skin changes, and nipple discharge. It emphasizes that while most changes are not cancer, it is important to see a doctor so any issues can be addressed early. It provides local resources for free breast cancer screenings.
The document discusses emotional intelligence and emotional literacy. It defines emotional intelligence as involving the abilities to perceive, understand, and manage emotions. It notes emotional intelligence is important for success in life and work, with IQ accounting for only 20% of outcomes while 80% depends on EQ. Emotional literacy is defined as recognizing, understanding, expressing, and handling emotions in oneself and others. The document outlines five components of emotional literacy: self-awareness, self-regulation, motivation, empathy, and social skills. It provides exercises to help readers improve their emotional intelligence and literacy.
The document describes Vertex Systems' Visitor Management Software called Visi-Track. Visi-Track allows companies to track visitors entering their premises, maintain visitor records, and print customized gate passes. It has features like web access, photo capture, real-time notifications, and integration with biometric scanners. The system includes modules for administration, security gates, employee notifications, and online registration. It can generate various reports on visitors by department, employee, date, name, company, and more. Visi-Track aims to control access and monitor movement of authorized visitors within an organization.
This document contains a glossary of terms related to video game design. It includes definitions for terms like demo, alpha, beta, gold master, debugging, white-box testing, bugs, vertex shaders, pixel shaders, and more. For each term, the document provides a short definition from an online source, and describes how the term relates to the author's own video game production practice.
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 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 contains a glossary of terms related to video game design produced by Colin Dockerty. It includes 14 terms with definitions sourced from online references and descriptions of how each term relates to Dockerty's own game production practice. For each term, an image or video is provided as a visual example. The terms cover various aspects of game development including testing stages, engines, textures, physics and more.
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 template for a games design course assignment, requiring students to research and define video game development terms. It includes terms related to video game testing (e.g. demo, beta, alpha), game engines (e.g. vertex shader, pixel shader, post processing), 3D modeling (e.g. normal map, UV map, procedural texture), physics, and other core concepts (e.g. collision, lighting, animation, sprites). Students must provide a short definition from an online source for each term along with an example of how it applies to their own 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 provides definitions and explanations for various video game design and development terms. It includes terms related to video game testing such as demos, betas, alphas, and gold; game engines such as vertex shaders and pixel shaders; and other terms such as normal maps, entities, UV mapping, procedural textures, physics, collision, lighting, anti-aliasing, animation, sprites, scenes, libraries, user interfaces, frames, concept art, events, and pathfinding. For each term, it provides a short definition from online research along with an example of how the term relates to the author's own video game production practice.
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 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.
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.
1) The document is a glossary of terms related to video game design produced by a student named Jake Thompson. It contains definitions of 20 terms sourced from online research along with images and videos demonstrating each term.
2) The terms defined include things like alpha/beta testing, demos, bugs, game engines, physics, rendering, 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 work.
3) The glossary is intended to demonstrate the student's understanding of important technical concepts in video game development through compiled research and real world examples.
The document is a glossary task for a games design course that requires students to research and define video game development and design terms. It includes definitions for terms like alpha, beta, debug, entities, lighting, and animation. For each term, the student provides a short definition from an online source and describes how the term relates to their own game production practice.
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 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.
The document is a glossary produced by a student at Salford City College for a BTEC Extended Diploma in Games Design unit on sound for computer games. It contains definitions of 27 key video game design and development terms, with each definition citing a source URL. For many terms, the student provides examples of how the term relates to their own game production practice.
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.
QR Code Classroom Desk Furniture - An Idea...Adam Blackwood
QR Codes can be used a re-useable Desk Top Furniture items to provoke students to use their own devices to support their own independent learning when they come into a classroom. The QR Codes here can be updated daily without having to re-print / recreate them.
This document provides information about normal and abnormal breast changes and the importance of getting any abnormal changes checked by a doctor. It lists common breast changes like lumps, swelling, pain, skin changes, and nipple discharge. It emphasizes that while most changes are not cancer, it is important to see a doctor so any issues can be addressed early. It provides local resources for free breast cancer screenings.
The document discusses emotional intelligence and emotional literacy. It defines emotional intelligence as involving the abilities to perceive, understand, and manage emotions. It notes emotional intelligence is important for success in life and work, with IQ accounting for only 20% of outcomes while 80% depends on EQ. Emotional literacy is defined as recognizing, understanding, expressing, and handling emotions in oneself and others. The document outlines five components of emotional literacy: self-awareness, self-regulation, motivation, empathy, and social skills. It provides exercises to help readers improve their emotional intelligence and literacy.
The document describes Vertex Systems' Visitor Management Software called Visi-Track. Visi-Track allows companies to track visitors entering their premises, maintain visitor records, and print customized gate passes. It has features like web access, photo capture, real-time notifications, and integration with biometric scanners. The system includes modules for administration, security gates, employee notifications, and online registration. It can generate various reports on visitors by department, employee, date, name, company, and more. Visi-Track aims to control access and monitor movement of authorized visitors within an organization.
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There are 6 tips that will help you to combat negative app reviews. We know that you want to receive only positive comments. But in most cases the negative feedback is more effective, because it shows the user’s real attitude to you app. Source of this tips: http://app-reviews.org/
The document discusses regulations implemented in response to accounting scandals in the early 2000s, including the Sarbanes-Oxley Act of 2002 which established the Public Company Accounting Oversight Board to regulate auditors and required CEO/CFO certification of financial reports. It also discusses Regulation Fair Disclosure which aims to promote full public disclosure of material information by prohibiting selective disclosure to individuals like analysts. The document lists examples of information that could be considered material and prompt investors to buy or sell stock, and asks whether non-disclosure of Steve Jobs' health issues benefited Apple. It poses a hypothetical example of repeating quarterly guidance to a newspaper and asks if this would violate Regulation Fair Disclosure.
Lung cancer: a 2014 update with information about immunotherapiesZeena Nackerdien
In 2006, Dana Reeve – actress, activist, and non-smoker – died of lung cancer. In 2009, Valerie Harper – actress and “Dancing with the Stars” contestant – was diagnosed with lung cancer that has since metastasized to the brain. They are the famous faces of a disease that is the leading cause of cancer deaths. Five-year survival rates for lung cancer, the leading cause of cancer deaths, are very low. Please take a look at some of the ASCO 2014 lung cancer updates on my blog: http://norwalk.patch.com/groups/zeena-nackerdiens-blog/p/american-society-of-clinical-oncology-annual-meeting-2014-key-lung-cancer-abstracts.
The document provides an overview of aspects of 1950s teenage life including literature, music, television and activities. It describes how teenagers spent their spare time at sock hops, drive-in movies and bowling alleys. Popular music genres included rock and roll pioneered by Elvis Presley, Little Richard and Buddy Holly. Teenagers also enjoyed new science fiction and fantasy novels along with plays and the emerging beat generation literature movement. Television was becoming a dominant form of entertainment and popular shows included I Love Lucy and Father Knows Best.
This document provides an overview of schizophrenia, including its history, symptoms, causes, types, and treatment. Some key points:
- Schizophrenia was first identified in 1887 but can be traced back thousands of years. It is characterized by disturbances in thinking, emotion, and perception.
- Symptoms usually begin between ages 15-25 for males and later for females. Genetics and viral infections during pregnancy can play a role in causes.
- There are five types of schizophrenia with different symptom presentations. Treatment involves antipsychotic medication, therapy, social support, and lifestyle management. With proper treatment and management, many people diagnosed with schizophrenia can live normal, happy lives.
SEO | The four main types of Cannibalisation affecting the visibility of your...Jon Earnshaw
SEO Cannibalisation revisited and updated illustrating just how easily your online content can loose visibility and in turn negatively impact on your organic traffic and lead to revenue attrition.
The document provides guidance on writing explanation texts, outlining key language features like using the present tense and causal language, organizational structures involving logical steps and diagrams, and examples of explanation text types for science experiments, articles, manuals, and encyclopedia entries. It also includes planning frames and examples to help write explanations of processes like how a tsunami occurs and a plant's lifecycle.
Observing Children and Writing Anecdotal Recordsmbuurstra
The document discusses observing children using anecdotal records. Anecdotal records allow observers to assess child development, learn about individuals, and gather data to inform decisions. When writing anecdotal records, observers should provide context like date and location, objectively describe the child's behaviors and words without judgment, and document a beginning, middle, and end of episodes. An example anecdotal record is provided that objectively describes a 4-year-old boy playing with blocks at a preschool table. Observers are reminded that anecdotal records are confidential and should not include bias.
Diagnosis and treament planning in fixed partial denturesSoumyadev Satpathy
The document provides guidance on diagnosis and treatment planning for prosthodontic cases. It discusses collecting a thorough patient history, performing extraoral and intraoral examinations, taking diagnostic casts and radiographs, and developing a treatment plan. The diagnostic process aims to determine the nature of the patient's dental needs and establish a logical sequence of procedures to address identified issues before undertaking fixed prosthodontic treatment. Developing an accurate diagnosis and treatment plan requires a systematic, multidisciplinary approach.
3 WORST Texts to Send a Girl (Never Send Her These Texts) (and how to get a g...Frankie Cola
Go through the slideshow to learn the 3 Worst Texts to Send a Girl.
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This document discusses the AngularJS $http service and how it can be used to make AJAX requests. It shows examples of making GET and POST requests using $http, configuring headers, intercepting requests/responses, caching responses, and using the $resource service to create resources that can be used to interact with RESTful APIs.
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Pipeline management is the key to sales success. Your sales pipeline allows you to evaluate, manage and improve your sales process over time. This detailed guide will help you better understand and manage your sales pipeline and - ultimately - close more deals.
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 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. It includes definitions for terms like demo, alpha, beta, gold master, debugging, white-box testing, bugs, vertex shaders, pixel shaders, and more. For each term, the document provides a short definition from an online source, and describes how the term relates to the author's own video game production practice. The glossary is intended to help the author better understand important concepts and terminology 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 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.
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.
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 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 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 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 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 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 provides a glossary of terms related to video game development and testing. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, and entity. For each term, it provides a short definition from an online source as well as how the term relates to the author's own video game production practice. Images and links are also included to visualize each term.
This document contains a glossary of terms related to video game design produced by a student at Salford City College. It includes definitions of over 30 terms sourced from online references and relates each term to the student's own game production practice. The terms cover areas such as video game testing, game engines, physics, animation, and more. For each term, the student provides a short definition, a URL linking to where they found the definition, and a brief description of how the term relates to their work or an image supporting the term.
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.
Similar to Y1 gd engine_terminology ben comley-excell (16)
The band members discover zombies outside their studio during band practice. They decide to fight off the zombies by using their guitars as weapons instead of panicking about the apocalyptic situation. Alex proposes turning the zombie slaying into a competition to see who can get the most points by decapitating or hitting zombies in the head. The others agree and run out screaming with their guitars raised to battle the zombies as Evanescence plays in the background.
This document summarizes several comic strips and graphic novels, describing their narratives, artistic styles, use of images and text, and intended audiences. It analyzes works such as Superman, Beano, Garfield, Sin City, Biggles, Spiderman, V for Vendetta, Watchmen, Batman: The Dark Knight Returns, and Maus: The Complete Maus. Key details about the storylines, visual elements, and target demographics are provided for each work in concise summaries.
This document provides definitions for key terms related to sound design and production for computer games. It includes a glossary with over 20 terms defined, along with relevant URLs. For each term, the student also provides a brief description of how the term relates to their own production practice, such as using sound libraries to choose sounds or converting YouTube videos to mp3 format. The glossary covers areas such as sound design methodology, file formats, audio limitations, recording systems, sampling, and MIDI instruments.
The document describes how to add sound effects and background music to a game created in GameMaker. It explains how to import sound files, assign them to different objects like the player projectile and enemy projectile, and set the player projectile and enemy projectile sounds to play once without repeating. It also explains how to set a background music file to loop continuously and stop when the game ends.
The document describes the creation of different audio clips using effects in the Reaper program. Clips included a spooky, slowly lowering pitched sound made using the AlphaTone effect with a Bass Moog preset adjusted for parameters, a sound that gradually gets louder like a dance song made using the same effect but with a different preset, a rhythmic tapping and beat noise made using the Rhythmuse effect with a Patch12 preset, and a trance-like song with a fading in-and-out beat made using the TAL Noise Maker effect with an ARPSuper Sync TAL preset.
The document discusses using various sound plugins in the Reaper program to alter sounds. The Tal-Dub plugin added delay to make a sonic boom sound like a spaceship. The battery acid effect plugin added interference to transform a time machine sound into a rocket launch. The Glitch plugin emphasized an explosion and added stuttering to make a laser gun sound effect.
The document describes experiments manipulating the playback rate and pitch of various sound clips from a sound library to change their tone and quality. The author selects sounds of a crying baby, screaming, an alien alarm, a fighting game attack, swords slicing, and a man screaming. For each one, the playback rate and pitch are adjusted, such as making baby cries higher or lower pitched, or making screams and swords sounds more like voices or instruments. The goal is to demonstrate how altering these properties can transform how the sounds are perceived.
The document discusses ideas for a zombie survival video game called Metalpocolypse. It includes descriptions of the band members that the game is centered around, including their personalities. It also outlines an introductory cut scene where the band encounters zombies and decides to make a game of killing them. Finally, it addresses including appropriate sound effects and music in the game.
The document summarizes the characters and plot of a zombie survival video game being developed. It describes the main influences as Dead Rising and Left 4 Dead, both known for zombie gameplay. It introduces the band members who must survive the zombie apocalypse - the sarcastic leader Alex, fun-loving drummer Freddy, scared but joking bassist Hank, and shy guitarist Fergus who doesn't like people. It outlines an opening cutscene where the band notices zombies and decides to have fun killing them, devising a points system and joking about the situation. Sound production plans include voice acting, music, effects and ambient sounds recorded in the field or studio.
The band members discover zombies outside their studio. They decide to fight the zombies by using their guitars as weapons, turning the situation into a competition to see who can kill the most zombies. They all run outside screaming and swinging their guitars, trying to hit and kill as many zombies as possible. Though one member notes that their families may be dead, the others feel killing zombies can still be fun.
The document is a glossary assignment for a BTEC Extended Diploma in Games Design course. It contains definitions for various terms related to sound design and production. The student was asked to research definitions for the provided glossary terms and include how each term relates to their own production practice. Definitions are provided for terms like foley artistry, sound libraries, audio file formats (wav, aiff, au), compression types (lossy, mp3), audio hardware limitations, recording systems (analog, digital disc formats), MIDI, software tools, and audio sampling concepts.
The document describes various sound effects used in an audio project, including thunder and rain to set the scene, gravel sounds for running, heavy breathing with a scream, gunshot sounds edited by copying and pasting, and a monster roar that starts very loud and gets gradually quieter to show the monster dying. Keyframe editing was used to gradually change the volume of some sounds to build tension as a monster approaches.
A sound designer is responsible for everything the audience hears in a play. They study the script to identify required sounds and gather or create the necessary effects. The sound designer must combine pitch, volume, quality, direction, and duration of sounds and work with the design team. They are also responsible for recording sounds, modifying them in the studio or on location, managing a team, using software, and considering props when gathering sounds using Foley artistry.
A sound designer is responsible for all audio elements of a play. They study the script to identify required sounds and design audio to set mood and match the scene. Sound designers must consider pitch, volume, quality, direction and duration of sounds. They work with the design team to understand how sounds will be used in context of the set. Equipment needed for sound recording includes a boom pole, microphone, cables, headphones, midi controller and digital recorder.
The document provides descriptions of sounds from the video game Deadspace 3 and analyzes the production techniques used to create the different sound elements. It summarizes that the opening sounds establish a cold, windy remote location through field recordings or foley work. Background music builds suspense and the genre is established as sci-fi through futuristic sound effects that were likely digitally created using MIDI. Voices were recorded in a studio with voice actors.
The document provides descriptions of sounds from the video game trailer Sunset Overdrive and analyzes the possible production techniques used to create the sounds. In 3 sentences:
The trailer establishes a city setting through sounds of trains and crowds that were likely field recorded or used foley artistry. Upbeat, loud music builds tension and conveys panic, possibly recorded with live musicians. Various sounds like gunshots, police sirens, and monster roars suggest an action/adventure genre and may have been field recorded or used foley artistry and digital enhancement.
The document provides descriptions and analysis of sounds from a game trailer for The Last of Us. It analyzes how the sounds establish the setting, mood, game genre, and narrative. For the setting, background machine noises and footsteps create a small enclosed space. The mood shifts from calm to excitement through up-tempo background music. The game genre of action/adventure is conveyed through sounds of fighting like punches and clashing swords. The narrative of two girls discussing gameplay is established through one girl providing instructions and changing her tone of voice for different characters.
This document provides descriptions of sounds used in the game The Crew and analyzes the production techniques used to create them. It summarizes how sounds of cars establish the setting of a race, while background chatter of a crowd was likely recorded in the field. Music builds suspense and mood, and was possibly created digitally using software. Noises of cars and guns help demonstrate the racing and narrative genres. Dialogue and music together help tell the story of two brothers pursuing a "dirty cop."
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: 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
GAMES
/
VIDEO
GAME
TESTIN
G
Demo a demonstration of a product or
technique.
https ://www.google.co.uk/search?q=wh
at+i s+a+demo&oq=what+is++a+demo&a
qs=chrome..69i57j0l5.11264j0j8&sourcei
d=chrome&es_sm=93&ie=UTF-8
A demo is a ta ste of a
new ga me that’s due
for release and be able
to see how the game
play works.
This image is
a good
example of a
demo because
it shows all
the teams
that are on
the demo.
http://www.y
outube.com/
watch?v=MKju
GTmDckY
2. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
2
Beta Beta means that these games are still in
development and are not yet in their
final version.
https ://help.lumosity.com/hc/en-us
/articles/202172720-What-are-beta-games-
A beta is a ta ste of a
game that is not yet
ready for release but is
longer than a demo. It
i s s till in development.
Alpha Alpha is the s tage when key gameplay
functionality i s implemented, and assets
are partially finished.
http://en.wikipedia.org/wiki/Video_gam
e_development#Alpha
Alpha is when key game
play functions are
partially complete.
This image is
a good
example of
beta because
it shows one
of the
playable
multiplayer
maps.
http://www.y
outube.com/
watch?v=-
0v89RD-dOo
This image is
a good
example of
Alpha because
it shows a
game that is
at alpha
stage.
http://www.y
outube.com/
watch?v=nyDE
dxI-M-g
3. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
3
Pre-Alpha Pre-Alpha is a standard term to denote a
number of interim milestones between
prototyping and alpha
http://www.whatgamesare.com/pre-alpha.
html
Pre-alpha is a stage of a
game between
prototyping and alpha.
Gold "The newest release in that game series
i s in 2 weeks, i t has just Gone Gold!"
http://www.urbandictionary.com/define.
php?term=Gone%20Gold
Gold is the s tage of a
game when it only has
two we e ks until i t’s
release date.
This image is a
good example
of Pre-Alpha
because it
shows a game
that was at pre
alpha stage.
http://www.yo
utube.com/wat
ch?v=c9H-jPm9UNw
This is an
example of a
game gone
gold; it is due
for release in
two weeks’
time.
4. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
4
Debug dentify and remove errors from
(computer hardware or software).
https ://www.google.co.uk/search?q=wh
at+i s+a+demo&oq=what+is++a+demo&a
qs=chrome..69i57j0l5.11264j0j8&sourcei
d=chrome&es_sm=93&ie=UTF-
8#q=what+is+a+debug
Debug is fixing the
game by taking the
gl i tches out of the
game so it runs
smoothly.
Automation the us e or introduction of automatic
equipment in a manufacturing or other
process or facility.
https ://www.google.co.uk/search?q=wh
at+i s+a+demo&oq=what+is++a+demo&a
qs=chrome..69i57j0l5.11264j0j8&sourcei
d=chrome&es_sm=93&ie=UTF-
8#q=what+is+a+automation
Automation i s the
production of the cars
made in game play and
how to us e them and
des ign them based on
the game.
White-Box
Testing
i s a method of testing software that tests
internal structures or workings of an
application, as opposed to i ts
functionality
https ://www.google.co.uk/search?q=wh
at+i s+a+demo&oq=what+is++a+demo&a
qs=chrome..69i57j0l5.11264j0j8&sourcei
d=chrome&es_sm=93&ie=UTF-
8#q=what+is+a+white-box+testing
White box testing i s a
method of testing the
internal structures of
the game to make any
corrections that may be
needed.
This image is a
good example
because it
shows
something
getting de-bugged.
This image is a
good example
because it
shows cars
being made by
automation.
This image is a
good example
because it
shows a game
at white box
testing.
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 which is a factual statement that a
programming fault i s to blame for a
sys tem failure.
http://en.wikipedia.org/wiki/Glitch
A bug i s a glitch in a
game that effects how
you play.
GAME
ENGINE
S
Vertex
Shader
A Vertex Shader i s also GPU component
and i s also programmed using a specific
as sembly-like language, like pixel
shaders, but are oriented to the scene
geometry and can do things like adding
cartoony s ilhouette edges to objects, etc.
https ://www.google.co.uk/search?q=wh
at+i s+a+demo&oq=what+is++a+demo&a
qs=chrome..69i57j0l5.11264j0j8&sourcei
d=chrome&es_sm=93&ie=UTF-
8#q=what+is+a+vertex+shader
The vertex shader adds
colour to the characters
bodies to help the
characters image
This image is
a good
example
because it
shows a glitch
in a game.
This image is
a good
example
because it
shows vertex
shadeing for
a game.
6. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
6
GAME
ENGINE
S
Pixel Shader A Pixel Shader is a graphics function that
calculates effects on a per-pixel basis.
Depending on resolution, in excess of 2
mi l lion pixels may need to be rendered,
l i t, shaded, and colored for each frame,
at 60 frames per second.
https ://www.google.co.uk/search?q=wh
at+i s+a+demo&oq=what+is++a+demo&a
qs=chrome..69i57j0l5.11264j0j8&sourcei
d=chrome&es_sm=93&ie=UTF-
8#q=what+is+a++pixel+shader
Pixel shader is to
upgrade the image
(room) clarity. By
shadeing in and
colouring in each frame
at 60 frames per
second.
Post
Processing
Pixel shaders are then used to apply
pos t-processing filters to the image
buffer before displaying it to the s creen.
Pos t-processing allows effects to be used
that require awareness of the entire
image (since normally each 3D object is
rendered in isolation). Such effects
include: High dynamic range rendering.
https ://www.google.co.uk/search?q=wh
at+i s+a+demo&oq=what+is++a+demo&a
qs=chrome..69i57j0l5.11264j0j8&sourcei
d=chrome&es_sm=93&ie=UTF-
8#q=what+is+a++post+prossessing
Pos t processing is used
to enhance the clarity
of the game when
looking at something
from a di stance.
This image is a
good example
because it
shows Pixel
Shadeing for a
game.
This image is a
good example
because it
shows a game
before the post
processing and
after the post
process has
been
completed.
7. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
7
Rendering Rendering is the process of generating an
image from a 2D or 3D model (or models
in what collectively could be called a
s cene file), by means of computer
programs.
http://en.wikipedia.org/wiki/Rendering_(
computer_graphics)
Rendering is the
process of taking the
picture from 2d to 3d
models. To generate a
final product.
Normal Map Normal mapping used to re-detail
s implified meshes. In 3D computer
graphics, normal mapping, or "Dot3
bump mapping", is a technique used for
faking the lighting of bumps and dents –
an implementation of bump mapping. It
i s used to add details without using more
polygons.
https ://www.google.co.uk/search?q=wh
at+i s+a+demo&oq=what+is++a+demo&a
qs=chrome..69i57j0l5.11264j0j8&sourcei
d=chrome&es_sm=93&ie=UTF-
8#q=what+is+a+norrmal+map
Normal mapping is used
for faking the l ighting of
bumps and dents to
give i t a clearer
character.
This image is a
good example
because it
shows a game
being
rendered.
This image is a
good example
because it
shows a game
being normal
map.
8. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
8
Entity is a software architecture pattern that
implements concepts from Composition
over inheritance using a database-like
s tructure. Common ECS approaches are
highly compatible with Data-driven
programming techniques, and the two
approaches are often combined.
http://en.wikipedia.org/wiki/Entity_com
ponent_system
Enti ty i s a component
sys tem that implements
composition from
components.
UV Map UV mapping is the 3D modelling process
of making a 2D image representation of a
3D model's surface. UV mapping[edit]
Thi s process projects a texture map onto
a 3D object.
https ://www.google.co.uk/search?q=wh
at+i s+a+demo&oq=what+is++a+demo&a
qs=chrome..69i57j0l5.11264j0j8&sourcei
d=chrome&es_sm=93&ie=UTF-
8#q=what+is+a+uv+map
Mapping the character
around flat, then
trans forming i t by
wrapping it round the
3d model of the
characters shape.
This image is a
good example
because it shows
Entity component
system.
This image is a
good example
because it shows
uv maping.
9. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
9
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, s tone,
and others. Usually, the natural look of
the rendered result is achieved by the
usage of fractal noise and turbulence
functions.
https ://www.google.co.uk/search?q=wh
at+i s+a+demo&oq=what+is++a+demo&a
qs=chrome..69i57j0l5.11264j0j8&sourcei
d=chrome&es_sm=93&ie=UTF-
8#q=what+is+a+procedural+texture
Procedure texture is to
input the natural
elements of the face of
the buildings to make i t
look more realistic.
Physics Computer animation physics or game
phys ics 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
http://en.wikipedia.org/wiki/Game_phys
ics
Phys ics is putting the
avata r with the
envi ronment to see if it
i s all compatible and
runs as a whole.
This image is a
good example
because it shows
Procedural
Texture.
This image is a
good example
because it
shows Physics
10. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
This image is
a good
example
because it
shows
Collision.
10
Collision Col l ision detection typically refers to the
computational problem of detecting the
intersection of two or more objects.
http://en.wikipedia.org/wiki/Collision_de
tection
Col l ision is when two or
more objects collide
and this gives you the
effect of a crash in the
game.
Lighting Video games and computer-generated
movies and special effects benefit from
thi s as it creates more realistic s cenes
than with the more simplistic lighting
models used.
http://en.wikipedia.org/wiki/High-dynamic-
range_rendering
Lighting make the game
more realistic so it feels
l ike you are in the game
and i t feels real.
This image is a
good example
of using
lighting in
gaming
because it
shows the light
shining off the
water.
11. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
11
AA – Anti-
Aliasing
Anti -aliasing may refer to any of a
number of techniques to combat the
problems of aliasing in a sampled signal
such as a digital image or digital audio
recording.
http://en.wikipedia.org/wiki/Anti-al
iasing
Anti alising i s a
programme that
smoothes the edges to
give the game a more
definite line or surface.
LoD – Level
of Detail
Des cribes technology that is used to save
memory and processing power by using
lower detail models or textures for
objects in the distance. The Oblivion
game engine makes extensive use of
LOD, and the CS has some functions to
create and manipulate LOD objects.
https ://www.google.co.uk/search?q=wh
at+i s+a+demo&oq=what+is++a+demo&a
qs=chrome..69i57j0l5.11264j0j8&sourcei
d=chrome&es_sm=93&ie=UTF-
8#q=what+is+a+LOD+-level+of+detail
Level of Detail is where
you take a basic object
l ike a gun and make it
as real as possible
This image
is a good
example
because it
shows Anti-
Aliasing
This image
is a good
example
because it
shows Level
of Detail.
12. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
12
Animation Animation is the process of creating
motion and shape change[Note 1]
i l lusion by means of the rapid display of a
sequence of s tatic images that minimally
di ffer from each other.
http://en.wikipedia.org/wiki/Animation
Animation is taking a
character and making it
move and react to what
you are showing i t to
do.
Sprite In computer graphics, a sprite (also
known by other names; see Synonyms
below) is a two-dimensional image or
animation that i s integrated into a larger
s cene.
http://en.wikipedia.org/wiki/Sprite_(com
puter_graphics)
Sprite is a 2d version of
animation.
This image is a
good example
because it
shows
Animation.
This image is a
good example
because it
shows Sprite
13. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
13
Scene A s cene graph is a general data s tructure
commonly used by vector-based graphics
edi ting applications and modern
computer games.
http://en.wikipedia.org/wiki/Scene_grap
h
Scene is a vi rtul scene
of somewhere in the
game.
Library I am working on a library to help 2D-Game
development with Scala. So far it is
a col lection of helpful classes, file
loading, collision detection, images,
sprites...
http://gamedev.s tackexchange.com/que
s tions/10770/whats-the-difference-between-
a-library-and-an-engine
Library i s a digital
l ibrary to s tore files and
helpful classes to help
set up the game.
UI UI i s one of the areas where great
progress can still be made.
https ://www.google.co.uk/search?q=wh
at+i s+a+demo&oq=what+is++a+demo&a
qs=chrome..69i57j0l5.11264j0j8&sourcei
d=chrome&es_sm=93&ie=UTF-
8#q=what+is+a+game+ui
Ui which s tands for user
interface is a
programme that the
computer and user can
use which acts as the
opening page on a
console l ike the xbox
360, playstation or the
wi i
This image is a
good example
because it
shows Scene
This image is a
good example
because it
shows a Library.
This image
is a good
example
because it
shows UI.
14. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
14
Frames Frame rate, also known as frame
frequency and frames per second (FPS),
i s the frequency (rate) at which an
imaging device produces unique
consecutive images called frames.
http://en.wikipedia.org/wiki/Frame_rate
Frames are the
frequency that they are
shown through the
game in play mode.
Concept Concept art is a form of illustration used
to convey an idea for use in (but not
l imited to) films, video games, animation,
or comic books before i t is put into the
final product.
https ://www.google.co.uk/?gws_rd=ssl#
q=definition+of+concept+art
Concept drawings are
drawing of characters
or the di fferent types of
envi ronments as a basic
form in the game.
This image
is a good
example
because it
shows
Frames.
This image
is a good
example
because it
shows
Concept.
15. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
15
Event A bos s fight in a game.
http://www.youtube.com/watch?v=uaJZ
JkWdZLw
An event i s a certain
part in a game where
something spectacular
takes place. For
example, when a final
bos s fight takes place in
a game..
Pathfinding Pathfinding or pathing is the plotting, by
a computer application, of the shortest
route between two points.
http://en.wikipedia.org/wiki/Pathfinding
Pathfinding is the
shortest route between
two points.
This image
is a good
example
because it
shows a
game
Event.
This image is
a good
example
because it
shows
Pathfinding.