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Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
1 
Produce a glossary of terms specific to the methods and principles of Video Game Design and Video Game Terms. Using a provided template, 
you must research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the 
website you have obtained the definition. 
You must also, where possible, provide specific details of how researched definitions relate to your own production practice. 
Name: 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 
TESTING 
Demo A version of something such as computer software produced to demonstrate its capabilities or for 
use as a trial 
http://www.oxforddictionaries.com/definition/english/demo 
Beta A beta test refers to the distribution of pre-release game software to a select group of people so 
that they can test the game in their own homes. 
http://www.techopedia.com/definition/27136/beta-test-gaming 
Alpha A very early version of a software product that may not contain all of the features that are planned 
for the final version. 
http://www.webopedia.com/TERM/A/alpha_version.html 
Pre-Alpha Pre-Alpha means that the game still has a scheduled list of code and assets to be written and 
created. The game is buggy, it lacks features, it’s prone to crashing and performance issues. 
https://carmageddon.zendesk.com/hc/en-us/articles/200416352-What-does-Pre-Alpha-mean- 
Gold Gold master is the final game's build that is used as a master for production of the game 
http://en.wikipedia.org/wiki/Video_game_development 
Debug Debugging is a methodical process of finding and reducing the number of bugs, or defects, in a 
computer program or a piece of electronic hardware, thus making it behave as expected 
http://en.wikipedia.org/wiki/Debugging 
Automation In software testing, test automation is the use of special software (separate from the software being 
tested) to control the execution of tests and the comparison of actual outcomes with predicted 
outcomes. Test automation can automate some repetitive but necessary tasks in a formalized 
testing process already in place, or add additional testing that would be difficult to perform
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
manually. 
http://en.wikipedia.org/wiki/Test_automation 
White-Box 
Testing 
A software testing technique whereby explicit knowledge of the internal workings of the item being 
tested are used to select the test data. Unlike black box testing, white box testing uses specific 
knowledge of programming code to examine outputs. 
http://www.webopedia.com/TERM/W/White_Box_Testing.html 
Bug A software bug is an error, flaw, mistake, failure, or fault in a computer program that prevents it 
from behaving as intended (e.g., producing an incorrect or unexpected result). Most bugs arise from 
mistakes and errors made by people in either a program's source code or its design, and a few are 
caused by compilers producing incorrect code. 
http://www.answers.com/Q/What_is_the_difference_between_bug_and_glitch 
GAME 
ENGINES 
GAME 
ENGINES 
Vertex Shader A Vertex Shader is a GPU component and is also programmed using a specific assembly-like 
language, like pixel shaders, but are oriented to the scene geometry and can do things like adding 
cartoony silhouette edges to objects, etc. 
http://stackoverflow.com/questions/832545/what-are-vertex-and-pixel-shaders 
Pixel Shader A Pixel Shader is a GPU (Graphic Processing Unit) component that can be programmed to operate on 
a per pixel basis and take care of stuff like lighting and bump mapping. 
http://stackoverflow.com/questions/832545/what-are-vertex-and-pixel-shaders 
Post Processing Post processing allows different effects to be performed on the scene after it has been rendered, 
but before outputting it to the viewport. 
http://udn.epicgames.com/Three/PostProcessEffectsHome.html 
Rendering The processing of an outline image using colour and shading to make it appear solid and three-dimensional 
http://www.oxforddictionaries.com/definition/english/rendering 
Normal Map One of the most valuable maps for a 3D artist is the normal map. Rather than having a color range of 
black to white, like a bump map uses, normal maps consist of red, green, and blue. These RGB values 
translates to x, y, and z coordinates, allowing a 2D image to represent depth. This way, a 3D 
application is able to fake lighting details based on the color associated with the 3D coordinate. 
http://gamedevelopment.tutsplus.com/articles/gamedev-glossary-what-is-a-normal-map--gamedev- 
3893 
Entity An entity does not need a name or unique identifier – it is merely the sum of its components. 
Components can be added to it and removed from it at runtime, changing what the entity does and 
what role it plays. 
http://shaun.boyblack.co.za/blog/2012/08/04/games-and-entity-systems/ 
UV Map UV mapping is a technique used to take 2 dimensional images and turn them into 3 dimensional 
images. This is done by applying a texture map that uses an additional set of coordinates above the 
classic Cartesian coordinates of X, Y and Z. These 2 new coordinates are titled U and V. So, the title 
does not refer to UV light but to 2 different coordinates. This makes it possible for the 3d object to
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
be painted with color and texture. 
http://www.steves-digicams.com/knowledge-center/how-tos/video-software/understanding-uv-mapping. 
html 
Procedural 
Texture 
A procedural texture describes the texture mathematically. Although not widely used, this method is 
resolution independent and can create more precise textures, especially if there is great and varying 
depth to the objects being textured. Procedural textures may be 2D or 3D. 
http://www.yourdictionary.com/procedural-texture 
Physics Physics allows for environments and gameplay situations that aren’t scripted 
http://www.olafurandri.com/nyti/papers2008/Evolution%20of%20Physics%20in%20Video%20Game 
s.pdf 
Collision 
Lighting 
AA – Anti- 
Aliasing 
LoD – Level of 
Detail 
Animation 
Sprite 
Scene 
Library 
UI 
Frames 
Concept 
Event 
Pathfinding

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Y1 gd engine_terminology

  • 1. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 1 Produce a glossary of terms specific to the methods and principles of Video Game Design and Video Game Terms. Using a provided template, you must research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the website you have obtained the definition. You must also, where possible, provide specific details of how researched definitions relate to your own production practice. Name: 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 TESTING Demo A version of something such as computer software produced to demonstrate its capabilities or for use as a trial http://www.oxforddictionaries.com/definition/english/demo Beta A beta test refers to the distribution of pre-release game software to a select group of people so that they can test the game in their own homes. http://www.techopedia.com/definition/27136/beta-test-gaming Alpha A very early version of a software product that may not contain all of the features that are planned for the final version. http://www.webopedia.com/TERM/A/alpha_version.html Pre-Alpha Pre-Alpha means that the game still has a scheduled list of code and assets to be written and created. The game is buggy, it lacks features, it’s prone to crashing and performance issues. https://carmageddon.zendesk.com/hc/en-us/articles/200416352-What-does-Pre-Alpha-mean- Gold Gold master is the final game's build that is used as a master for production of the game http://en.wikipedia.org/wiki/Video_game_development Debug Debugging is a methodical process of finding and reducing the number of bugs, or defects, in a computer program or a piece of electronic hardware, thus making it behave as expected http://en.wikipedia.org/wiki/Debugging Automation In software testing, test automation is the use of special software (separate from the software being tested) to control the execution of tests and the comparison of actual outcomes with predicted outcomes. Test automation can automate some repetitive but necessary tasks in a formalized testing process already in place, or add additional testing that would be difficult to perform
  • 2. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 2 manually. http://en.wikipedia.org/wiki/Test_automation White-Box Testing A software testing technique whereby explicit knowledge of the internal workings of the item being tested are used to select the test data. Unlike black box testing, white box testing uses specific knowledge of programming code to examine outputs. http://www.webopedia.com/TERM/W/White_Box_Testing.html Bug A software bug is an error, flaw, mistake, failure, or fault in a computer program that prevents it from behaving as intended (e.g., producing an incorrect or unexpected result). Most bugs arise from mistakes and errors made by people in either a program's source code or its design, and a few are caused by compilers producing incorrect code. http://www.answers.com/Q/What_is_the_difference_between_bug_and_glitch GAME ENGINES GAME ENGINES Vertex Shader A Vertex Shader is a GPU component and is also programmed using a specific assembly-like language, like pixel shaders, but are oriented to the scene geometry and can do things like adding cartoony silhouette edges to objects, etc. http://stackoverflow.com/questions/832545/what-are-vertex-and-pixel-shaders Pixel Shader A Pixel Shader is a GPU (Graphic Processing Unit) component that can be programmed to operate on a per pixel basis and take care of stuff like lighting and bump mapping. http://stackoverflow.com/questions/832545/what-are-vertex-and-pixel-shaders Post Processing Post processing allows different effects to be performed on the scene after it has been rendered, but before outputting it to the viewport. http://udn.epicgames.com/Three/PostProcessEffectsHome.html Rendering The processing of an outline image using colour and shading to make it appear solid and three-dimensional http://www.oxforddictionaries.com/definition/english/rendering Normal Map One of the most valuable maps for a 3D artist is the normal map. Rather than having a color range of black to white, like a bump map uses, normal maps consist of red, green, and blue. These RGB values translates to x, y, and z coordinates, allowing a 2D image to represent depth. This way, a 3D application is able to fake lighting details based on the color associated with the 3D coordinate. http://gamedevelopment.tutsplus.com/articles/gamedev-glossary-what-is-a-normal-map--gamedev- 3893 Entity An entity does not need a name or unique identifier – it is merely the sum of its components. Components can be added to it and removed from it at runtime, changing what the entity does and what role it plays. http://shaun.boyblack.co.za/blog/2012/08/04/games-and-entity-systems/ UV Map UV mapping is a technique used to take 2 dimensional images and turn them into 3 dimensional images. This is done by applying a texture map that uses an additional set of coordinates above the classic Cartesian coordinates of X, Y and Z. These 2 new coordinates are titled U and V. So, the title does not refer to UV light but to 2 different coordinates. This makes it possible for the 3d object to
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 be painted with color and texture. http://www.steves-digicams.com/knowledge-center/how-tos/video-software/understanding-uv-mapping. html Procedural Texture A procedural texture describes the texture mathematically. Although not widely used, this method is resolution independent and can create more precise textures, especially if there is great and varying depth to the objects being textured. Procedural textures may be 2D or 3D. http://www.yourdictionary.com/procedural-texture Physics Physics allows for environments and gameplay situations that aren’t scripted http://www.olafurandri.com/nyti/papers2008/Evolution%20of%20Physics%20in%20Video%20Game s.pdf Collision Lighting AA – Anti- Aliasing LoD – Level of Detail Animation Sprite Scene Library UI Frames Concept Event Pathfinding