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 noun 
a demonstration of a product or technique 
https ://www.google.co.uk/webhp?tab=ww&ei=5XIJVJyz 
O8SN7QbA94HoCg&ved=0CAcQ1S4#q=demo+definition 
Closest to the finished product. This would help me find 
out what people think of my game and also any bugs 
that need to be fixed. 
Beta the be ta (β) of a n investment is a measure of the ri sk 
ari sing from exposure to general market movements as 
opposed to idiosyncratic factors. The market portfolio of 
al l investable assets has a beta of exactly 1. A beta 
below 1 can indicate either an investment with lower 
volatility than the market, or a volatile investment 
whos e price movements are not highly correlated with 
the market. http://en.wikipedia.org/wiki/Beta_(finance) 
Thi s is similar to a demo however a demo is close to the 
finished product. This i s next state to the game 
proce e ding from i t’s alpha s tate. 
Alpha Alpha is the s tage when key gameplay functionality i s 
implemented, and assets are partially finished.[152] A 
game in alpha is feature complete, that is, game i s 
playable and contains all the major features.[153] These 
features may be further revised based on testing and 
feedback. 
http://en.wikipedia.org/wiki/Video_game_development 
An a l pha openly distributes ga mes in it’s unfinished state 
and this would help me fix bugs, add or remove certain 
fe a tures and finish the game according to people’s 
opinion and what they want.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
Pre-Alpha Beta is feature and asset complete version of the game, 
when only bugs are being fixed 
http://en.wikipedia.org/wiki/Video_game_development 
An even earlier version of alpha. The game is in a very 
early s tate I could use this release to find out whether 
people like the game and I would carry on developing. 
Gold Gold master is the final game's build that is used as a 
mas ter for production of the game 
I can release the game in i ts finished state. 
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 
i t behave as expected. Debugging tends to be harder 
when various subsystems are tightly coupled, as changes 
in one may cause bugs to emerge in another. 
http://en.wikipedia.org/wiki/Debugging 
I could use this as a behind the scenes 
White-Box 
Testing 
White-box testing (also known as cl ear box testing, glass 
box tes ting, transparent box testing, and structural 
tes ting) is a method of testing software that tests 
internal structures or workings of an application, as 
opposed to i ts functionality (i .e. black-box testing). 
https ://www.google.co.uk/url?sa=t&rct=j&q=&esrc=s&s 
ource=web&cd=2&cad=rja&uact=8&ved=0CCMQFjAB&u 
rl=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FWhite-box_ 
tes ting&ei=UXUJVNbYPIay7AbJnoDwDg&usg=AFQj 
CNHeMlU1-icHNjTi7Qn-4DdFjcJ-xw& 
s ig2=4AXceUKLgZpLFi7ouaVtHg&bvm=bv.74649129 
,d.d2s 
I coul d test the game’s workability while i ts in a running 
s ta te this would help me find and remove and bugs or 
thi ngs that don’t work.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
Bug A software bug is an error, flaw, failure, or fault in a 
computer program or system that causes it to produce 
an incorrect or unexpected result, or to behave in 
unintended ways. Most bugs arise from mistakes and 
errors made by people in either a program's source code 
or i ts design, or in frameworks and operating systems 
used by such programs, and a few are caused by 
compi lers producing incorrect code. 
http://en.wikipedia.org/wiki/Software_bug 
I would find any bugs and glitches in the game to either 
remove them or use them to create an extra entity / 
abi lity. 
GAME 
ENGINES 
Vertex 
Shader 
A Vertex Shader i s also GPU component and is also 
programmed using a specific assembly-like language, 
l ike pixel shaders, but are oriented to the scene 
geometry and can do things like adding cartoony 
s i lhouette edges to objects, etc. 
http://s tackoverflow.com/questions/832545/what-are-vertex- 
and-pixel-shaders 
Vertex shading can be used to change entire textures of 
things which would help me shade things faster.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
GAME 
ENGINES 
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://s tackoverflow.com/questions/832545/what-are-vertex- 
and-pixel-shaders 
Thi s would help me change individual textures of things 
so I can add more details. 
Post 
Processing 
The term post-processing (or postproc for short) is used 
in the video/film business for quality-improvement 
image processing (specifically digital image processing) 
methods used in video playback devices, (such as stand-alone 
DVD-Video players), and video players software 
and transcoding software. It is also commonly used in 
real -time 3D rendering (such as in video games) to add 
additional effects. 
http://en.wikipedia.org/wiki/Video_post-processing 
After the game i s complete I could go through some post 
processing to make it look better. 
Rendering Rendering is the process of generating an image from a 
2D or 3D model (or models in what collectively could be 
cal led a scene file), by means of computer programs. 
Al so, the results of such a model can be called a 
rendering. A s cene file contains objects in a s trictly 
defined language or data structure; i t would contain 
geometry, viewpoint, texture, lighting, and shading 
information as a description of the vi rtual scene. 
http://en.wikipedia.org/wiki/Rendering_(computer_gra 
phics) 
Thi s can be done while the game is in development so I 
can tes t the objects and he game i tself and it can also be 
done after the game is complete. I would render i t so all 
the objects, Npcs and functions are put in the final game 
and nothing is missing.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
5 
Normal Map In 3D computer graphics, normal mapping, or "Dot3 
bump mapping", is a technique used for faking the 
l ighting of bumps and dents – an implementation of 
bump mapping. It is used to add details without using 
more polygons. 
http://en.wikipedia.org/wiki/Normal_mapping 
Instead of putting in loads of high quality and large sized 
texture fi les I could use this to create decent looking 
textures and bumps without putting more pressure on 
the graphics. 
Entity I would use this to put Npcs in the game both neutral, 
good and bad ones. Without their entity file existing they 
cannot be in the game therefore leaving the game not 
functioning properly. 
UV Map Thi s process projects a texture map onto a 3D object. 
The letters "U" and "V" denote the axes of the 2D 
texture[note 1] because "X", "Y" and "Z" are already 
used to denote the axes of the 3D object in model 
space. 
http://en.wikipedia.org/wiki/UV_mapping 
I can us e this to create 2d looking levels in a 3d game.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
6 
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, 
marbl e, granite, metal, stone, and others. Wikipedia 
Procedural textures can be used to make the game look 
realistic and beautiful. Unlike Normal Mapping, this 
procedure uses large files to import in high quality 
textures that ultimately give the game a realistic feel. 
Physics Computer animation physics or game physics involves 
the introduction of the laws of physics into a simulation 
or game engine, particularly in 3D computer graphics, 
for the purpose of making the effects appear more real 
to the observer. Typically, simulation physics is only a 
clos e approximation to real physics, and computation is 
performed using discrete values. 
http://en.wikipedia.org/wiki/Game_physics 
Without physics my game would be broken. No matter 
what kind of game I need physics. Unless my game is a 
character just existing and not moving, I would use 
phys ics to make things move and work. 
Collision Col l ision detection typically refers to the computational 
problem of detecting the intersection of two or more 
objects. While the topic is most often associated with its 
use in video games and other physical simulations, it 
al so has applications in robotics. In addition to 
determining whether two objects have collided, collision 
detection systems may also calculate time of impact 
(TOI ), and report a contact manifold (the set of 
intersecting points) 
http://en.wikipedia.org/wiki/Collision_detection 
I would use collision detection to make walls a hard 
ma terial so things don’t just cl ip through them.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
7 
Lighting Lighting i s one of the most important and influential 
elements in environments. It has the power to make or 
break the visuals, theme and atmosphere. 
Lighting i s often forgotten or underestimated. Designers 
often add i t quickly and without much love. While in the 
pas t that was partially excusable by the weak hardware 
and game engines, these excuses just won't hold up 
anymore. Lighting is just as important as geometry. 
Without l ighting there is no environment but just a 
group of 3 dimensional objects. Lighting has the capacity 
to bring life to a group of objects and take them to the 
next level of quality. Its purpose goes further than just 
giving the players the ability to see where they are 
going. http://www.moddb.com/tutorials/lighting-in-game- 
environments-the-hows-and-whys 
I would use lighting to make things look brighter or 
dimmer. This can be used to create an atmosphere. It is 
al so necessary for the players to be able to look at the 
world because without the lighting props wont be fully 
vi s ible as the developer intended them to look. 
AA – Anti- 
Aliasing 
An anti -aliasing filter is a filter used before a signal 
sampler, to restrict the bandwidth of a signal to 
approximately satisfy the sampling theorem. Since the 
theorem s tates that unambiguous interpretation of the 
s ignal from i ts samples is possible when the power of 
frequencies above the Nyquist frequency i s zero, a real 
anti -aliasing filter can generally not completely satisfy 
the theorem. A realizable anti-aliasing filter will typically 
permi t some aliasing to occur; the amount of aliasing 
that does occur depends on a design trade-off between 
reduction of aliasing and maintaining signal up to the 
Nyqui st frequency and the frequency content of the 
input signal. http://en.wikipedia.org/wiki/Anti-al 
iasing_filter 
I could use this to make bumpy texture look smooth and 
give the graphics an overall better look.
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 
In computer graphics, accounting for level of detail 
involves decreasing the complexity of a 3D object 
representation as it moves away from the viewer or 
according to other metrics such as object importance, 
viewpoint-relative speed or position. Level of detail 
techniques increases the efficiency of rendering by 
decreasing the workload on graphics pipeline stages, 
usually vertex transformations. The reduced visual 
quality of the model is often unnoticed because of the 
small effect on object appearance when distant or 
moving fast. 
Di fferent LoDs are very important because not everyone 
has a high spec pc and if the game only has high level of 
deta il, people with mediocre or low spec pcs wont be 
abl e to play i t without having significant frame drops . 
Animation Computer animation, or CGI animation, is the process 
used for generating animated images by using computer 
graphics. The more general term computer-generated 
imagery encompasses both s tatic s cenes and dynamic 
images while computer animation only refers to moving 
images. 
http://en.wikipedia.org/wiki/Computer_animation 
I woul d use this to a nimate the npc’s, a ny things that 
move or things that react when the player interacts with 
them. 
Sprite In computer graphics, a sprite (also known by other 
names; see Synonyms below) is a two-dimensional 
image or animation that is integrated into a larger scene. 
Ini tially including just graphical objects handled 
separately from the memory bitmap of a video display, 
thi s now includes various manners of graphical overlays. 
http://en.wikipedia.org/wiki/Sprite_(computer_graphic 
In a 2d game everything has a sprite as a base to work 
from.
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 cuts cene or event scene (sometimes in-game 
cinematic or in-game movie) i s a sequence in a video 
game over which the player has no or only limited 
control , breaking up the gameplay and used to advance 
the plot, s trengthen the main character's development, 
introduce characters, and provide background 
information, atmosphere, dialogue, and clues. Cutscenes 
often feature "on the fly" rendering, using the gameplay 
graphics to create s cripted events. Cutscenes can also be 
animated, l ive action, or pre-rendered computer 
graphics streamed from a video file 
http://en.wikipedia.org/wiki/Cutscene 
I would use this to explain the story of the game or to 
show demos of how certain abilities work. 
Library a l ibrary i s a collection of non-volatile resources used by 
programs on a computer, often to develop software. 
Thes e may include configuration data, documentation, 
help data, message templates, pre-written code and 
subroutines, classes, values or type specifications. 
http://en.wikipedia.org/wiki/Library_(computing) 
Thi s is a collection of resources that makes finding and 
us ing the assets easier. 
UI User interface design in games differs from other UI 
des ign because i t involves an additional element -- 
fiction. The fiction involves an avatar of the actual user, 
or player. The player becomes an invisible, but key 
element to the story, much like a narrator in a novel or 
fi lm. 
http://www.gamasutra.com/blogs/AnthonyStonehouse/ 
20140227/211823/User_interface_design_in_video_ga 
mes .php 
Thi s has to be very well designed for the players to play 
the game properly. If the Ui is not well calibrated with 
the game, things will feel out of sync and that will ruin 
the gameplay and the overall experience.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
10 
Frames Frame rate, also known as frame frequency and frames 
per second (FPS), is the frequency (rate) at which an 
imaging device produces unique consecutive images 
cal led frames. The term applies equally well to film and 
video cameras, computer graphics, and motion capture 
sys tems. Frame rate is most often expressed in frames 
per second (FPS) and is also expressed in progressive 
s can monitors as hertz (Hz). 
http://en.wikipedia.org/wiki/Frame_rate 
The hi gher the game’s texture quality, the better specs a 
pc needs to run it. If you run a game on high quality 
settings on a pc that cant handle it, the frames drop. 
Meaning there are less frames per second. 
Concept an idea or mental image which corresponds to some 
di s tinct entity or class of entities, or to i ts essential 
features, or determines the application of a term 
(especially a predicate), and thus plays a part in the use 
of reason or language 
https ://www.google.co.uk/webhp?tab=ww&ei=TH0JVKq 
wBuuz7Qb44oKQDg&ved=0CAMQ1S4#q=what+is+a+co 
nceot 
Without a concept I would not have a thorough 
understanding or plan for what I am doing. A concept is 
an idea, a starting point and I would use this to come up 
with new ideas for the game. 
Pathfinding Pathfinding or pathing is the plotting, by a computer 
application, of the shortest route between two points. It 
i s a more practical variant on solving mazes. This field of 
research is based heavily on Dijkstra's algorithm for 
finding the shortest path on a weighted graph. 
http://en.wikipedia.org/wiki/Pathfinding 
I would use this to find the shortest route between two 
points

Y1 gd engine_terminologyhj

  • 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 noun a demonstration of a product or technique https ://www.google.co.uk/webhp?tab=ww&ei=5XIJVJyz O8SN7QbA94HoCg&ved=0CAcQ1S4#q=demo+definition Closest to the finished product. This would help me find out what people think of my game and also any bugs that need to be fixed. Beta the be ta (β) of a n investment is a measure of the ri sk ari sing from exposure to general market movements as opposed to idiosyncratic factors. The market portfolio of al l investable assets has a beta of exactly 1. A beta below 1 can indicate either an investment with lower volatility than the market, or a volatile investment whos e price movements are not highly correlated with the market. http://en.wikipedia.org/wiki/Beta_(finance) Thi s is similar to a demo however a demo is close to the finished product. This i s next state to the game proce e ding from i t’s alpha s tate. Alpha Alpha is the s tage when key gameplay functionality i s implemented, and assets are partially finished.[152] A game in alpha is feature complete, that is, game i s playable and contains all the major features.[153] These features may be further revised based on testing and feedback. http://en.wikipedia.org/wiki/Video_game_development An a l pha openly distributes ga mes in it’s unfinished state and this would help me fix bugs, add or remove certain fe a tures and finish the game according to people’s opinion and what they want.
  • 2.
    Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 2 Pre-Alpha Beta is feature and asset complete version of the game, when only bugs are being fixed http://en.wikipedia.org/wiki/Video_game_development An even earlier version of alpha. The game is in a very early s tate I could use this release to find out whether people like the game and I would carry on developing. Gold Gold master is the final game's build that is used as a mas ter for production of the game I can release the game in i ts finished state. 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 i t behave as expected. Debugging tends to be harder when various subsystems are tightly coupled, as changes in one may cause bugs to emerge in another. http://en.wikipedia.org/wiki/Debugging I could use this as a behind the scenes White-Box Testing White-box testing (also known as cl ear box testing, glass box tes ting, transparent box testing, and structural tes ting) is a method of testing software that tests internal structures or workings of an application, as opposed to i ts functionality (i .e. black-box testing). https ://www.google.co.uk/url?sa=t&rct=j&q=&esrc=s&s ource=web&cd=2&cad=rja&uact=8&ved=0CCMQFjAB&u rl=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FWhite-box_ tes ting&ei=UXUJVNbYPIay7AbJnoDwDg&usg=AFQj CNHeMlU1-icHNjTi7Qn-4DdFjcJ-xw& s ig2=4AXceUKLgZpLFi7ouaVtHg&bvm=bv.74649129 ,d.d2s I coul d test the game’s workability while i ts in a running s ta te this would help me find and remove and bugs or thi ngs that don’t work.
  • 3.
    Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 Bug A software bug is an error, flaw, failure, or fault in a computer program or system that causes it to produce an incorrect or unexpected result, or to behave in unintended ways. Most bugs arise from mistakes and errors made by people in either a program's source code or i ts design, or in frameworks and operating systems used by such programs, and a few are caused by compi lers producing incorrect code. http://en.wikipedia.org/wiki/Software_bug I would find any bugs and glitches in the game to either remove them or use them to create an extra entity / abi lity. GAME ENGINES Vertex Shader A Vertex Shader i s also GPU component and is also programmed using a specific assembly-like language, l ike pixel shaders, but are oriented to the scene geometry and can do things like adding cartoony s i lhouette edges to objects, etc. http://s tackoverflow.com/questions/832545/what-are-vertex- and-pixel-shaders Vertex shading can be used to change entire textures of things which would help me shade things faster.
  • 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 ENGINES 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://s tackoverflow.com/questions/832545/what-are-vertex- and-pixel-shaders Thi s would help me change individual textures of things so I can add more details. Post Processing The term post-processing (or postproc for short) is used in the video/film business for quality-improvement image processing (specifically digital image processing) methods used in video playback devices, (such as stand-alone DVD-Video players), and video players software and transcoding software. It is also commonly used in real -time 3D rendering (such as in video games) to add additional effects. http://en.wikipedia.org/wiki/Video_post-processing After the game i s complete I could go through some post processing to make it look better. Rendering Rendering is the process of generating an image from a 2D or 3D model (or models in what collectively could be cal led a scene file), by means of computer programs. Al so, the results of such a model can be called a rendering. A s cene file contains objects in a s trictly defined language or data structure; i t would contain geometry, viewpoint, texture, lighting, and shading information as a description of the vi rtual scene. http://en.wikipedia.org/wiki/Rendering_(computer_gra phics) Thi s can be done while the game is in development so I can tes t the objects and he game i tself and it can also be done after the game is complete. I would render i t so all the objects, Npcs and functions are put in the final game and nothing is missing.
  • 5.
    Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 5 Normal Map In 3D computer graphics, normal mapping, or "Dot3 bump mapping", is a technique used for faking the l ighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons. http://en.wikipedia.org/wiki/Normal_mapping Instead of putting in loads of high quality and large sized texture fi les I could use this to create decent looking textures and bumps without putting more pressure on the graphics. Entity I would use this to put Npcs in the game both neutral, good and bad ones. Without their entity file existing they cannot be in the game therefore leaving the game not functioning properly. UV Map Thi s process projects a texture map onto a 3D object. The letters "U" and "V" denote the axes of the 2D texture[note 1] because "X", "Y" and "Z" are already used to denote the axes of the 3D object in model space. http://en.wikipedia.org/wiki/UV_mapping I can us e this to create 2d looking levels in a 3d 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 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, marbl e, granite, metal, stone, and others. Wikipedia Procedural textures can be used to make the game look realistic and beautiful. Unlike Normal Mapping, this procedure uses large files to import in high quality textures that ultimately give the game a realistic feel. Physics Computer animation physics or game physics involves the introduction of the laws of physics into a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer. Typically, simulation physics is only a clos e approximation to real physics, and computation is performed using discrete values. http://en.wikipedia.org/wiki/Game_physics Without physics my game would be broken. No matter what kind of game I need physics. Unless my game is a character just existing and not moving, I would use phys ics to make things move and work. Collision Col l ision detection typically refers to the computational problem of detecting the intersection of two or more objects. While the topic is most often associated with its use in video games and other physical simulations, it al so has applications in robotics. In addition to determining whether two objects have collided, collision detection systems may also calculate time of impact (TOI ), and report a contact manifold (the set of intersecting points) http://en.wikipedia.org/wiki/Collision_detection I would use collision detection to make walls a hard ma terial so things don’t just cl ip through them.
  • 7.
    Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 7 Lighting Lighting i s one of the most important and influential elements in environments. It has the power to make or break the visuals, theme and atmosphere. Lighting i s often forgotten or underestimated. Designers often add i t quickly and without much love. While in the pas t that was partially excusable by the weak hardware and game engines, these excuses just won't hold up anymore. Lighting is just as important as geometry. Without l ighting there is no environment but just a group of 3 dimensional objects. Lighting has the capacity to bring life to a group of objects and take them to the next level of quality. Its purpose goes further than just giving the players the ability to see where they are going. http://www.moddb.com/tutorials/lighting-in-game- environments-the-hows-and-whys I would use lighting to make things look brighter or dimmer. This can be used to create an atmosphere. It is al so necessary for the players to be able to look at the world because without the lighting props wont be fully vi s ible as the developer intended them to look. AA – Anti- Aliasing An anti -aliasing filter is a filter used before a signal sampler, to restrict the bandwidth of a signal to approximately satisfy the sampling theorem. Since the theorem s tates that unambiguous interpretation of the s ignal from i ts samples is possible when the power of frequencies above the Nyquist frequency i s zero, a real anti -aliasing filter can generally not completely satisfy the theorem. A realizable anti-aliasing filter will typically permi t some aliasing to occur; the amount of aliasing that does occur depends on a design trade-off between reduction of aliasing and maintaining signal up to the Nyqui st frequency and the frequency content of the input signal. http://en.wikipedia.org/wiki/Anti-al iasing_filter I could use this to make bumpy texture look smooth and give the graphics an overall better look.
  • 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 In computer graphics, accounting for level of detail involves decreasing the complexity of a 3D object representation as it moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. Level of detail techniques increases the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast. Di fferent LoDs are very important because not everyone has a high spec pc and if the game only has high level of deta il, people with mediocre or low spec pcs wont be abl e to play i t without having significant frame drops . Animation Computer animation, or CGI animation, is the process used for generating animated images by using computer graphics. The more general term computer-generated imagery encompasses both s tatic s cenes and dynamic images while computer animation only refers to moving images. http://en.wikipedia.org/wiki/Computer_animation I woul d use this to a nimate the npc’s, a ny things that move or things that react when the player interacts with them. Sprite In computer graphics, a sprite (also known by other names; see Synonyms below) is a two-dimensional image or animation that is integrated into a larger scene. Ini tially including just graphical objects handled separately from the memory bitmap of a video display, thi s now includes various manners of graphical overlays. http://en.wikipedia.org/wiki/Sprite_(computer_graphic In a 2d game everything has a sprite as a base to work from.
  • 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 cuts cene or event scene (sometimes in-game cinematic or in-game movie) i s a sequence in a video game over which the player has no or only limited control , breaking up the gameplay and used to advance the plot, s trengthen the main character's development, introduce characters, and provide background information, atmosphere, dialogue, and clues. Cutscenes often feature "on the fly" rendering, using the gameplay graphics to create s cripted events. Cutscenes can also be animated, l ive action, or pre-rendered computer graphics streamed from a video file http://en.wikipedia.org/wiki/Cutscene I would use this to explain the story of the game or to show demos of how certain abilities work. Library a l ibrary i s a collection of non-volatile resources used by programs on a computer, often to develop software. Thes e may include configuration data, documentation, help data, message templates, pre-written code and subroutines, classes, values or type specifications. http://en.wikipedia.org/wiki/Library_(computing) Thi s is a collection of resources that makes finding and us ing the assets easier. UI User interface design in games differs from other UI des ign because i t involves an additional element -- fiction. The fiction involves an avatar of the actual user, or player. The player becomes an invisible, but key element to the story, much like a narrator in a novel or fi lm. http://www.gamasutra.com/blogs/AnthonyStonehouse/ 20140227/211823/User_interface_design_in_video_ga mes .php Thi s has to be very well designed for the players to play the game properly. If the Ui is not well calibrated with the game, things will feel out of sync and that will ruin the gameplay and the overall experience.
  • 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 Frame rate, also known as frame frequency and frames per second (FPS), is the frequency (rate) at which an imaging device produces unique consecutive images cal led frames. The term applies equally well to film and video cameras, computer graphics, and motion capture sys tems. Frame rate is most often expressed in frames per second (FPS) and is also expressed in progressive s can monitors as hertz (Hz). http://en.wikipedia.org/wiki/Frame_rate The hi gher the game’s texture quality, the better specs a pc needs to run it. If you run a game on high quality settings on a pc that cant handle it, the frames drop. Meaning there are less frames per second. Concept an idea or mental image which corresponds to some di s tinct entity or class of entities, or to i ts essential features, or determines the application of a term (especially a predicate), and thus plays a part in the use of reason or language https ://www.google.co.uk/webhp?tab=ww&ei=TH0JVKq wBuuz7Qb44oKQDg&ved=0CAMQ1S4#q=what+is+a+co nceot Without a concept I would not have a thorough understanding or plan for what I am doing. A concept is an idea, a starting point and I would use this to come up with new ideas for the game. Pathfinding Pathfinding or pathing is the plotting, by a computer application, of the shortest route between two points. It i s a more practical variant on solving mazes. This field of research is based heavily on Dijkstra's algorithm for finding the shortest path on a weighted graph. http://en.wikipedia.org/wiki/Pathfinding I would use this to find the shortest route between two points