SlideShare a Scribd company logo
1 of 18
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: 
Zachary 
Warren 
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/definiti 
on/english/demo 
A demo version of a 
game I am creating 
would be released 
before/along-side the 
full release to promote 
the game by giving 
people a taste of the 
game without having to 
spend money on it. 
https://www.youtube.com/watch?v=8vtrGF0ZTRc 
The demo provides a small amount of gameplay and teases the full game, and it may 
be used because the game has not been released, or the demo has aims to increase 
buyers of the full game. This shows gameplay from Silent Hills playable teaser.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
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/271 
36/beta-test-gaming 
The game I am creating 
may go through a beta 
stage where people 
may be asked to test 
and provide feedback in 
order to make the final 
product more 
successful. 
This image shows gameplay from the beta of Destiny. 
http://destiny.wikia.com/wiki/Destiny_Public_Beta 
https://www.youtube.com/watch?v=QFIbos639Nc 
This video shows gameplay footage from the Destiny beta.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
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 
An alpha version of my 
game will be playable 
when the game 
represents what the full 
game should eventually 
be, however it will not 
have all of the features 
the full game should 
have, and should not be 
taken as a 
representation of the 
final product at all. 
This is an in-game screenshot of Minecraft in its Alpha stage. 
http://www.planetminecraft.com/blog/enough-with-the-trees-notch/ 
https://www.youtube.com/watch?v=bgxTqbiZE88 
This video shows some of the gameplay that can be expected from the Minecraft 
alpha, as you can see, it is very primitive compared to Minecraft as it is now.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
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- 
The pre-alpha of my 
game will be on of the 
first stages my game 
will encounter, the 
textures, assets and 
scripts will not be final, 
as the game will be 
nowhere near its final 
stages. 
This video shows 7 Days to Die in its pre-alpha stage. 
https://www.youtube.com/watch?v=YJh-AEFrS7A 
http://www.dsogaming.com/wp-content/uploads/2013/05/7-Days-To-Die.jpg 
This image shows 7 Days to Die in its pre-alpha stage, with lower quality looks then 
the full release. 
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_d 
evelopment 
The gold master of my 
game will be copied and 
distributed to those 
who download it. 
- 
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 
Debugging can be done 
on my game after tests 
and the beta testing 
stage. 
his is the debugging console in Unity, it shows a custom 
message to tell me there are no enemies being rendered 
on-screen. 
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 
Towards the 
end of 
production, I
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
5 
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 manually. 
http://en.wikipedia.org/wiki/Test_automati 
on 
will use 
external 
software to test 
my game. 
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/Whi 
te_Box_Testing.html 
My game will be 
tested in the 
Unity engine 
through the 
debugging 
function, to 
provide me with 
information 
which I can 
then address 
and fix if 
wrong. 
https://www.youtube.com/watch?v=3bJcvBLJViQ 
This video describes what White-Box testing is and how it works. 
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 
Bugs will be 
tested for and 
worked on when 
they arrise. 
A bug in a FIFA game. 
http://dois-e-meio.blogspot.co.uk/2012/12/top-25-maiores-bugs-dos-video-games. 
html
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
6 
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/83254 
5/what-are-vertex-and-pixel-shaders 
I may apply a vertex 
shader to my game, 
especially if my game 
was to take a less 
realistic approach. 
https://www.youtube.com/watch?v=ii8zXq6osNc 
This video demonstrates a model with a cartoon-like silhouette, applied with a ‘toon 
shader.’ 
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/83254 
5/what-are-vertex-and-pixel-shaders 
Pixel shaders are used 
in my game to allow for 
the normal mapping 
and bump mapped 
terrain. 
https://www.youtube.com/watch?v=iSFGC_ewAAE 
This video shows off a few variations of shaders doing jobs such as allowing for bump 
mapped terrain. 
Pos t 
Processing 
Post processing allows different effects to 
be performed on the scene after it has 
been rendered, but before outputting it to 
the viewport. 
Post processing effects 
such as motion blur and 
bloom may be added 
into my game. 
https://www.youtube.com/watch?v=ZQc9l9yvL-k 
The video shows many post processing effects hat can be done in Unity 3D.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
7 
http://udn.epicgames.com/Three/PostProc 
essEffectsHome.html 
Rendering The processing of an outline image using 
colour and shading to make it appear solid 
and three-dimensional 
http://www.oxforddictionaries.com/definiti 
on/english/rendering 
My game will be 
relatively short, 
and focus on 
interior spaces, 
meaning there 
should not be 
massive open 
areas that need 
to be rendered, 
this allows to 
ensure that 
what of the 
interior is 
rendered, 
should be the 
highest quality 
possible. 
https://www.youtube.com/watch?v=mQT-FucDVvg 
This video shows off some the capability of certain rendering techniques.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
8 
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/arti 
cles/gamedev-glossary-what-is-a-normal-map-- 
gamedev-3893 
Assets with textures and 
the terrain in my game 
are all normal mapped, 
this adds a lot more 
depth and realism to my 
game. 
http://prezi.com/uxxe9ttcfssm/bump-mapping-and-normal-mapping/
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
9 
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/ 
In my game, entities 
hold components such 
as lights, and scripts 
that perform tasks such 
as allowing certain 
functions being 
assigned to certain 
buttons, such as 
quitting with the Esc 
button. 
This image shows how an 'empty' game entity can have 
a myriad of components attached to them, such as scripts.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
10 
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 be painted 
with color and texture. 
http://www.steves-digicams. 
com/knowledge-center/how-tos/ 
video-software/understanding-uv-mapping. 
html 
Assets within my game 
will have all been UV 
mapped to allow for 
their textures. 
The 3D model of the tree stump (1st model) has been UV mapped (2nd model) and 
then broken down to be the textured (image on the right) 
http://fahranindustryex3.wordpress.com/2010/04/01/uv-mapped-tree-stump-for-gnome- 
film/ 
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 
Procedural 
textures may be 
used in my 
game to allow 
for high-end 
looking visuals. 
Procedural textures often look much 
better, especially with normal mapping. 
http://en.wikipedia.org/wiki/Procedural_texture 
Physics Physics allows for environments and 
gameplay situations that aren’t scripted 
Physics allow for 
moveable/throwable 
https://www.youtube.com/watch?v=dwECrYLGrDs
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
11 
http://www.olafurandri.com/nyti/papers20 
08/Evolution%20of%20Physics%20in%20Vi 
deo%20Games.pdf 
objects such as boxes, 
which could be 
implemented into my 
game. 
This video demonstrates basic 2D 'water' physics in the unity engine. 
Col lision Collisions occur when two 
rigid-bodies or other assets 
with colliders meet 
eachother. 
Colliders in my 
game will be 
used to prevent 
AI from moving 
through walls. 
The green sphere shows the 
collider for the highlighted enemy in the Unity game 
engine. 
Lighting Lighting in games provides illumination to 
objects and the terrain, and can come from 
multiple sources and vary in colours. 
Lighting in my 
game will 
flicker/glow to 
provide 
ambience. 
https://www.youtube.com/watch?v=-LWZQXzUnUI 
This video demonstrates the accuracy of in-game lighting and how it happens on the 
Unity engine. 
AA – Anti- 
Al iasing 
It takes samples from surrounding pixels 
and aggregates the colour values IIRC. 
The number reflects how many surrounding 
pixels it samples, so in 2xAA you take 
samples from 2 pixels, 4x means 4 pixels 
etc. 
The more pixels you take into account, the 
closer you are going to get to the "right" 
value to make everything look smooth. 
http://forums.anandtech.com/showthread. 
php?t=1611325 
If I use AA in my 
game, I can 
make the scene 
appear much 
smoother and 
less rugged and 
rough. 
http://heeblog56.tistory.com/archive/20131107
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
12 
LoD – Level 
of Detail 
As you get further away from an object... it 
takes up less of your vision (and less dots of 
resolution on your monitor). Therefore, you 
can drop its level of detail... saving memory 
and computation power. 
https://forums.epicgames.com/threads/71 
7317-WHAT-is-LOD 
If a LOD system 
is implemented 
into my game, I 
can save 
memory as the 
camera does 
not need to 
render as much 
detail. 
http://www.tv-consultants.com/OOPz/l115a3.php 
From left to right, the level of detail is shown as the object gets closer
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
13 
Animation Animation is the process of displaying still 
images in a rapid sequence to create the 
illusion of movement. These images can be 
hand drawn, computer generated, or 
pictures of 3D objects. 
http://www.wisegeek.org/what-is-animation. 
htm 
In my 2D game, 
I will use 
animations 
similar to that 
of Pokémon's 
animations. 
http://th05.deviantart.net/fs70/PRE/f/2013/296/c/9/pokemon_origins_green_sprite 
_sheet_by_mohammadataya-d6riodl.png 
When played quickly, these images are displayed in sequence to make it look like the 
character is walking. 
Sprite On the Web and in multimedia productions, 
a sprite is a graphic image, usually 
animated, that a user can interact with and 
move around 
http://whatis.techtarget.com/definition/spr 
ite 
In my 2D game, 
I will create 
sprites that look 
similar to the 
sprites in the 
Pokémon over-world. 
http://www.smashingmagazine.com/2009/04/27/the-mystery-of-css-sprites-techniques- 
tools-and-tutorials/
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
14 
This is a collection of sprites from a pokemon game. 
Scene A scene is where all entities, 
assets and characters are 
actually placed. 
The scene in my 
game is shown 
in the 
screenshot, and 
there are 
several scenes, 
one for the 
'Help' menu, 
one for the 
main scene, 
where the game 
is carried out 
and one for the 
main menu. 
This is a screenshot of a Scene in unity. 
Library Collection of folders containing assets, 
textures and scripts. 
The library will 
hold all of my 
game's assets, 
textures and 
scripts.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
15 
This is a screenshot of Unity's in-editor library. 
UI An interface is a set 
of commands or menus through which a 
user communicates with a program. 
A command-driven interface is one in which 
you enter commands. A menu-driven 
http://www.webopedia. 
com/TERM/M/menu_driven.h 
tmlinterface is one in which 
you select command choices from 
various menus displayed on the screen. 
http://www.webopedia.com/TERM/U/ 
user_interface.htmlinterface is one in 
which you select command choices from 
various menus displayed on the screen. 
http://www.webopedia.com/TERM/U/user 
_interface.html 
A UI will be 
used in my 
games main 
menu to allow 
access to things 
such as the 
levels, settings 
and so on. 
http://cargocollective.com/elderjerezjr/Call-of-Duty-UI 
This image shows the UI in Call of Duty World a War.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
16 
F rames Each frame consists of a number of 
horizontal scan lines. These represent the 
number of scan lines per frame. 
Frames per second (FPS) is a unit that 
measures display device performance. It 
consists of the number of complete scans 
of the display screen that occur each 
second. This is the number of times the 
image on the screen is refreshed each 
second, or the rate at which an imaging 
device produces unique sequential images 
called frames. 
http://www.techopedia.com/definition/729 
7/frames-per-second-fps 
I will aim for my 
game to run 
smoothly 
around at least 
30 FPS. 
https://www.youtube.com/watch?v=rNTQoGJye30 This 
video shows how stable Halo 4's FPS are.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
17 
Concept A plan or intention 
http://www.oxforddictionaries.com/definiti 
on/english/concept 
Concept art will 
be created for 
in-game 
enemies, 
scenery and 
important 
assets, before 
they are 
constructed. 
http://mp1st.com/wp-content/uploads/2014/01/goliath_process_01.jpg 
These images show the plan and design of an enemy in EVOLVE. 
Event Events correspond to user input (key 
presses, mouse actions) or rendering 
events. 
http://docs.unity3d.com/ScriptReference/E 
vent.html 
My game will 
include 
automatically 
opening doors 
and other 
events. 
https://www.youtube.com/watch?v=WuSoi4QlF7M 
This shows how events can occur when a character or 
other assets enter a collider to trigger an event, such as 
a door opening. 
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 will 
be implemented 
in my games 
interior areas 
through use of 
waypoints 
around the 
map, at ends of 
His video shows the capability of AI pathfnding, and how it can navigate an area 
[PATHIFINDING-1] 
https://www.youtube.com/watch?v=GFbamj63z8Y
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
18 
corridors and at 
doorways. 
[PATHFINDING-1] 
<iframe width="420" height="315" src="//www.youtube.com/embed/GFbamj63z8Y" frameborder="0" allowfullscreen></iframe>

More Related Content

What's hot

Anthony Bowes task 1 IG unit 70
Anthony Bowes task 1 IG unit 70Anthony Bowes task 1 IG unit 70
Anthony Bowes task 1 IG unit 70
bowes96123
 
Y1 gd engine_terminology (1)
Y1 gd engine_terminology (1) Y1 gd engine_terminology (1)
Y1 gd engine_terminology (1)
TomCrook
 
Y1 gd engine_terminology ig2 game engines
Y1 gd engine_terminology ig2 game enginesY1 gd engine_terminology ig2 game engines
Y1 gd engine_terminology ig2 game engines
Lewis Brierley
 
Y1 gd engine_terminology ig2 game engines
Y1 gd engine_terminology ig2 game enginesY1 gd engine_terminology ig2 game engines
Y1 gd engine_terminology ig2 game engines
Lewis Brierley
 
Y1 gd engine_terminology (1) (4)
Y1 gd engine_terminology (1) (4) Y1 gd engine_terminology (1) (4)
Y1 gd engine_terminology (1) (4)
TomCrook
 
Game engine terminology/glossary
Game engine terminology/glossaryGame engine terminology/glossary
Game engine terminology/glossary
gordonpj96
 
iain goodyear game engines definitions woprks 2 cristian galliano
iain goodyear game engines definitions woprks 2 cristian gallianoiain goodyear game engines definitions woprks 2 cristian galliano
iain goodyear game engines definitions woprks 2 cristian galliano
crisgalliano
 
Y1 gd engine_terminology (2)
Y1 gd engine_terminology (2)Y1 gd engine_terminology (2)
Y1 gd engine_terminology (2)
crisgalliano
 

What's hot (20)

Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Y1 gd engine_terminologY
Y1 gd engine_terminologYY1 gd engine_terminologY
Y1 gd engine_terminologY
 
vu
vuvu
vu
 
Anthony Bowes task 1 IG unit 70
Anthony Bowes task 1 IG unit 70Anthony Bowes task 1 IG unit 70
Anthony Bowes task 1 IG unit 70
 
Game Engine Terminology
Game Engine TerminologyGame Engine Terminology
Game Engine Terminology
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Engine technology worksheet
Engine technology worksheet Engine technology worksheet
Engine technology worksheet
 
Y1 gd engine_terminology (1)
Y1 gd engine_terminology (1) Y1 gd engine_terminology (1)
Y1 gd engine_terminology (1)
 
Y1 gd engine_terminology ig2 game engines
Y1 gd engine_terminology ig2 game enginesY1 gd engine_terminology ig2 game engines
Y1 gd engine_terminology ig2 game engines
 
Y1 gd engine_terminology ig2 game engines
Y1 gd engine_terminology ig2 game enginesY1 gd engine_terminology ig2 game engines
Y1 gd engine_terminology ig2 game engines
 
Y1 gd engine_terminology (1) (4)
Y1 gd engine_terminology (1) (4) Y1 gd engine_terminology (1) (4)
Y1 gd engine_terminology (1) (4)
 
Y1 ig gd engine terminology work
Y1 ig gd engine terminology work Y1 ig gd engine terminology work
Y1 ig gd engine terminology work
 
Ro y1 gd engine terminology
Ro y1 gd engine terminologyRo y1 gd engine terminology
Ro y1 gd engine terminology
 
Game engine terminology/glossary
Game engine terminology/glossaryGame engine terminology/glossary
Game engine terminology/glossary
 
Y1 gd engine terminology
Y1 gd engine terminologyY1 gd engine terminology
Y1 gd engine terminology
 
iain goodyear game engines definitions woprks 2 cristian galliano
iain goodyear game engines definitions woprks 2 cristian gallianoiain goodyear game engines definitions woprks 2 cristian galliano
iain goodyear game engines definitions woprks 2 cristian galliano
 
RO Y1 GD Engine Terminology
RO Y1 GD Engine TerminologyRO Y1 GD Engine Terminology
RO Y1 GD Engine Terminology
 
Y1 gd engine_terminology (2)
Y1 gd engine_terminology (2)Y1 gd engine_terminology (2)
Y1 gd engine_terminology (2)
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Researched definition 9
Researched definition 9Researched definition 9
Researched definition 9
 

Viewers also liked

נחל הבשור - סקר צומח 2010
נחל הבשור - סקר צומח 2010נחל הבשור - סקר צומח 2010
נחל הבשור - סקר צומח 2010
Nir Herr
 
รามเกียรติ์ ตอนนารายณ์ปราบนนทก พร้อมแบบฝึกหัด
รามเกียรติ์ ตอนนารายณ์ปราบนนทก พร้อมแบบฝึกหัดรามเกียรติ์ ตอนนารายณ์ปราบนนทก พร้อมแบบฝึกหัด
รามเกียรติ์ ตอนนารายณ์ปราบนนทก พร้อมแบบฝึกหัด
Methaporn Meeyai
 

Viewers also liked (10)

Plan Armazenagem
Plan ArmazenagemPlan Armazenagem
Plan Armazenagem
 
נחל הבשור - סקר צומח 2010
נחל הבשור - סקר צומח 2010נחל הבשור - סקר צומח 2010
נחל הבשור - סקר צומח 2010
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Classic game research
Classic game researchClassic game research
Classic game research
 
2D Game Workflow
2D Game Workflow2D Game Workflow
2D Game Workflow
 
התיבשות אורנים ביער יתיר השפעות תת הקרקע - דצ 2012
התיבשות אורנים ביער יתיר    השפעות תת הקרקע - דצ 2012התיבשות אורנים ביער יתיר    השפעות תת הקרקע - דצ 2012
התיבשות אורנים ביער יתיר השפעות תת הקרקע - דצ 2012
 
התיבשות אורנים ביער יתיר השפעות תת הקרקע - סיכום שנה ראשונה
התיבשות אורנים ביער יתיר    השפעות תת הקרקע - סיכום שנה ראשונההתיבשות אורנים ביער יתיר    השפעות תת הקרקע - סיכום שנה ראשונה
התיבשות אורנים ביער יתיר השפעות תת הקרקע - סיכום שנה ראשונה
 
יער שגב - סקר אקולוגי
יער שגב - סקר אקולוגייער שגב - סקר אקולוגי
יער שגב - סקר אקולוגי
 
צומח ישראל כיום - שיווי משקל דינמי כביטוי של התנאים בבית הגידול
צומח ישראל כיום - שיווי משקל דינמי כביטוי של התנאים בבית הגידולצומח ישראל כיום - שיווי משקל דינמי כביטוי של התנאים בבית הגידול
צומח ישראל כיום - שיווי משקל דינמי כביטוי של התנאים בבית הגידול
 
รามเกียรติ์ ตอนนารายณ์ปราบนนทก พร้อมแบบฝึกหัด
รามเกียรติ์ ตอนนารายณ์ปราบนนทก พร้อมแบบฝึกหัดรามเกียรติ์ ตอนนารายณ์ปราบนนทก พร้อมแบบฝึกหัด
รามเกียรติ์ ตอนนารายณ์ปราบนนทก พร้อมแบบฝึกหัด
 

Similar to Y1 gd engine_terminology (15)

Y1 gd engine terminology (task 1)
Y1 gd engine terminology (task 1)Y1 gd engine terminology (task 1)
Y1 gd engine terminology (task 1)
 
Y1 gd engine terminology (task 1)
Y1 gd engine terminology (task 1)Y1 gd engine terminology (task 1)
Y1 gd engine terminology (task 1)
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
The Purposes and Functions of components of Game Engines
The Purposes and Functions of components of Game EnginesThe Purposes and Functions of components of Game Engines
The Purposes and Functions of components of Game Engines
 
Louis hughes y1 gd engine_terminology college work
Louis hughes y1 gd engine_terminology college workLouis hughes y1 gd engine_terminology college work
Louis hughes y1 gd engine_terminology college work
 
Y1 gd engine_terminology
Y1 gd engine_terminology Y1 gd engine_terminology
Y1 gd engine_terminology
 
Researched definition 9
Researched definition 9Researched definition 9
Researched definition 9
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Engine terminology
Engine terminologyEngine terminology
Engine terminology
 
Y1 gd engine_terminologY
Y1 gd engine_terminologYY1 gd engine_terminologY
Y1 gd engine_terminologY
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Callum deighton engine terminology
Callum deighton engine terminologyCallum deighton engine terminology
Callum deighton engine terminology
 
Engine Terminology
Engine TerminologyEngine Terminology
Engine Terminology
 
daryl bates engine terminology
daryl bates engine terminology daryl bates engine terminology
daryl bates engine terminology
 
Y1 gd engine_terminology - phillip wynne
Y1 gd engine_terminology - phillip wynneY1 gd engine_terminology - phillip wynne
Y1 gd engine_terminology - phillip wynne
 

More from Zak Warren (6)

Legal ethical checklist
Legal ethical checklistLegal ethical checklist
Legal ethical checklist
 
Aaron jones character profile
Aaron jones character profileAaron jones character profile
Aaron jones character profile
 
Idea map text
Idea map textIdea map text
Idea map text
 
Imagery
ImageryImagery
Imagery
 
Burden game synopsis
Burden game synopsisBurden game synopsis
Burden game synopsis
 
Retro gameresearchdoc
Retro gameresearchdocRetro gameresearchdoc
Retro gameresearchdoc
 

Recently uploaded

Spellings Wk 4 and Wk 5 for Grade 4 at CAPS
Spellings Wk 4 and Wk 5 for Grade 4 at CAPSSpellings Wk 4 and Wk 5 for Grade 4 at CAPS
Spellings Wk 4 and Wk 5 for Grade 4 at CAPS
AnaAcapella
 
The basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptxThe basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptx
heathfieldcps1
 

Recently uploaded (20)

Accessible Digital Futures project (20/03/2024)
Accessible Digital Futures project (20/03/2024)Accessible Digital Futures project (20/03/2024)
Accessible Digital Futures project (20/03/2024)
 
80 ĐỀ THI THỬ TUYỂN SINH TIẾNG ANH VÀO 10 SỞ GD – ĐT THÀNH PHỐ HỒ CHÍ MINH NĂ...
80 ĐỀ THI THỬ TUYỂN SINH TIẾNG ANH VÀO 10 SỞ GD – ĐT THÀNH PHỐ HỒ CHÍ MINH NĂ...80 ĐỀ THI THỬ TUYỂN SINH TIẾNG ANH VÀO 10 SỞ GD – ĐT THÀNH PHỐ HỒ CHÍ MINH NĂ...
80 ĐỀ THI THỬ TUYỂN SINH TIẾNG ANH VÀO 10 SỞ GD – ĐT THÀNH PHỐ HỒ CHÍ MINH NĂ...
 
AIM of Education-Teachers Training-2024.ppt
AIM of Education-Teachers Training-2024.pptAIM of Education-Teachers Training-2024.ppt
AIM of Education-Teachers Training-2024.ppt
 
NO1 Top Black Magic Specialist In Lahore Black magic In Pakistan Kala Ilam Ex...
NO1 Top Black Magic Specialist In Lahore Black magic In Pakistan Kala Ilam Ex...NO1 Top Black Magic Specialist In Lahore Black magic In Pakistan Kala Ilam Ex...
NO1 Top Black Magic Specialist In Lahore Black magic In Pakistan Kala Ilam Ex...
 
Wellbeing inclusion and digital dystopias.pptx
Wellbeing inclusion and digital dystopias.pptxWellbeing inclusion and digital dystopias.pptx
Wellbeing inclusion and digital dystopias.pptx
 
OSCM Unit 2_Operations Processes & Systems
OSCM Unit 2_Operations Processes & SystemsOSCM Unit 2_Operations Processes & Systems
OSCM Unit 2_Operations Processes & Systems
 
Play hard learn harder: The Serious Business of Play
Play hard learn harder:  The Serious Business of PlayPlay hard learn harder:  The Serious Business of Play
Play hard learn harder: The Serious Business of Play
 
REMIFENTANIL: An Ultra short acting opioid.pptx
REMIFENTANIL: An Ultra short acting opioid.pptxREMIFENTANIL: An Ultra short acting opioid.pptx
REMIFENTANIL: An Ultra short acting opioid.pptx
 
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptx
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptxHMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptx
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptx
 
On National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan FellowsOn National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan Fellows
 
OS-operating systems- ch05 (CPU Scheduling) ...
OS-operating systems- ch05 (CPU Scheduling) ...OS-operating systems- ch05 (CPU Scheduling) ...
OS-operating systems- ch05 (CPU Scheduling) ...
 
How to Manage Global Discount in Odoo 17 POS
How to Manage Global Discount in Odoo 17 POSHow to Manage Global Discount in Odoo 17 POS
How to Manage Global Discount in Odoo 17 POS
 
Economic Importance Of Fungi In Food Additives
Economic Importance Of Fungi In Food AdditivesEconomic Importance Of Fungi In Food Additives
Economic Importance Of Fungi In Food Additives
 
Exploring_the_Narrative_Style_of_Amitav_Ghoshs_Gun_Island.pptx
Exploring_the_Narrative_Style_of_Amitav_Ghoshs_Gun_Island.pptxExploring_the_Narrative_Style_of_Amitav_Ghoshs_Gun_Island.pptx
Exploring_the_Narrative_Style_of_Amitav_Ghoshs_Gun_Island.pptx
 
Spellings Wk 4 and Wk 5 for Grade 4 at CAPS
Spellings Wk 4 and Wk 5 for Grade 4 at CAPSSpellings Wk 4 and Wk 5 for Grade 4 at CAPS
Spellings Wk 4 and Wk 5 for Grade 4 at CAPS
 
How to Add New Custom Addons Path in Odoo 17
How to Add New Custom Addons Path in Odoo 17How to Add New Custom Addons Path in Odoo 17
How to Add New Custom Addons Path in Odoo 17
 
Unit 3 Emotional Intelligence and Spiritual Intelligence.pdf
Unit 3 Emotional Intelligence and Spiritual Intelligence.pdfUnit 3 Emotional Intelligence and Spiritual Intelligence.pdf
Unit 3 Emotional Intelligence and Spiritual Intelligence.pdf
 
How to Manage Call for Tendor in Odoo 17
How to Manage Call for Tendor in Odoo 17How to Manage Call for Tendor in Odoo 17
How to Manage Call for Tendor in Odoo 17
 
The basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptxThe basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptx
 
Jamworks pilot and AI at Jisc (20/03/2024)
Jamworks pilot and AI at Jisc (20/03/2024)Jamworks pilot and AI at Jisc (20/03/2024)
Jamworks pilot and AI at Jisc (20/03/2024)
 

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: Zachary Warren 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/definiti on/english/demo A demo version of a game I am creating would be released before/along-side the full release to promote the game by giving people a taste of the game without having to spend money on it. https://www.youtube.com/watch?v=8vtrGF0ZTRc The demo provides a small amount of gameplay and teases the full game, and it may be used because the game has not been released, or the demo has aims to increase buyers of the full game. This shows gameplay from Silent Hills playable teaser.
  • 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 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/271 36/beta-test-gaming The game I am creating may go through a beta stage where people may be asked to test and provide feedback in order to make the final product more successful. This image shows gameplay from the beta of Destiny. http://destiny.wikia.com/wiki/Destiny_Public_Beta https://www.youtube.com/watch?v=QFIbos639Nc This video shows gameplay footage from the Destiny beta.
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 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 An alpha version of my game will be playable when the game represents what the full game should eventually be, however it will not have all of the features the full game should have, and should not be taken as a representation of the final product at all. This is an in-game screenshot of Minecraft in its Alpha stage. http://www.planetminecraft.com/blog/enough-with-the-trees-notch/ https://www.youtube.com/watch?v=bgxTqbiZE88 This video shows some of the gameplay that can be expected from the Minecraft alpha, as you can see, it is very primitive compared to Minecraft as it is now.
  • 4. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 4 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- The pre-alpha of my game will be on of the first stages my game will encounter, the textures, assets and scripts will not be final, as the game will be nowhere near its final stages. This video shows 7 Days to Die in its pre-alpha stage. https://www.youtube.com/watch?v=YJh-AEFrS7A http://www.dsogaming.com/wp-content/uploads/2013/05/7-Days-To-Die.jpg This image shows 7 Days to Die in its pre-alpha stage, with lower quality looks then the full release. 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_d evelopment The gold master of my game will be copied and distributed to those who download it. - 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 Debugging can be done on my game after tests and the beta testing stage. his is the debugging console in Unity, it shows a custom message to tell me there are no enemies being rendered on-screen. 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 Towards the end of production, I
  • 5. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 5 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 manually. http://en.wikipedia.org/wiki/Test_automati on will use external software to test my game. 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/Whi te_Box_Testing.html My game will be tested in the Unity engine through the debugging function, to provide me with information which I can then address and fix if wrong. https://www.youtube.com/watch?v=3bJcvBLJViQ This video describes what White-Box testing is and how it works. 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 Bugs will be tested for and worked on when they arrise. A bug in a FIFA game. http://dois-e-meio.blogspot.co.uk/2012/12/top-25-maiores-bugs-dos-video-games. html
  • 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 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/83254 5/what-are-vertex-and-pixel-shaders I may apply a vertex shader to my game, especially if my game was to take a less realistic approach. https://www.youtube.com/watch?v=ii8zXq6osNc This video demonstrates a model with a cartoon-like silhouette, applied with a ‘toon shader.’ 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/83254 5/what-are-vertex-and-pixel-shaders Pixel shaders are used in my game to allow for the normal mapping and bump mapped terrain. https://www.youtube.com/watch?v=iSFGC_ewAAE This video shows off a few variations of shaders doing jobs such as allowing for bump mapped terrain. Pos t Processing Post processing allows different effects to be performed on the scene after it has been rendered, but before outputting it to the viewport. Post processing effects such as motion blur and bloom may be added into my game. https://www.youtube.com/watch?v=ZQc9l9yvL-k The video shows many post processing effects hat can be done in Unity 3D.
  • 7. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 7 http://udn.epicgames.com/Three/PostProc essEffectsHome.html Rendering The processing of an outline image using colour and shading to make it appear solid and three-dimensional http://www.oxforddictionaries.com/definiti on/english/rendering My game will be relatively short, and focus on interior spaces, meaning there should not be massive open areas that need to be rendered, this allows to ensure that what of the interior is rendered, should be the highest quality possible. https://www.youtube.com/watch?v=mQT-FucDVvg This video shows off some the capability of certain rendering techniques.
  • 8. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 8 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/arti cles/gamedev-glossary-what-is-a-normal-map-- gamedev-3893 Assets with textures and the terrain in my game are all normal mapped, this adds a lot more depth and realism to my game. http://prezi.com/uxxe9ttcfssm/bump-mapping-and-normal-mapping/
  • 9. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 9 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/ In my game, entities hold components such as lights, and scripts that perform tasks such as allowing certain functions being assigned to certain buttons, such as quitting with the Esc button. This image shows how an 'empty' game entity can have a myriad of components attached to them, such as scripts.
  • 10. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 10 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 be painted with color and texture. http://www.steves-digicams. com/knowledge-center/how-tos/ video-software/understanding-uv-mapping. html Assets within my game will have all been UV mapped to allow for their textures. The 3D model of the tree stump (1st model) has been UV mapped (2nd model) and then broken down to be the textured (image on the right) http://fahranindustryex3.wordpress.com/2010/04/01/uv-mapped-tree-stump-for-gnome- film/ 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 Procedural textures may be used in my game to allow for high-end looking visuals. Procedural textures often look much better, especially with normal mapping. http://en.wikipedia.org/wiki/Procedural_texture Physics Physics allows for environments and gameplay situations that aren’t scripted Physics allow for moveable/throwable https://www.youtube.com/watch?v=dwECrYLGrDs
  • 11. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 11 http://www.olafurandri.com/nyti/papers20 08/Evolution%20of%20Physics%20in%20Vi deo%20Games.pdf objects such as boxes, which could be implemented into my game. This video demonstrates basic 2D 'water' physics in the unity engine. Col lision Collisions occur when two rigid-bodies or other assets with colliders meet eachother. Colliders in my game will be used to prevent AI from moving through walls. The green sphere shows the collider for the highlighted enemy in the Unity game engine. Lighting Lighting in games provides illumination to objects and the terrain, and can come from multiple sources and vary in colours. Lighting in my game will flicker/glow to provide ambience. https://www.youtube.com/watch?v=-LWZQXzUnUI This video demonstrates the accuracy of in-game lighting and how it happens on the Unity engine. AA – Anti- Al iasing It takes samples from surrounding pixels and aggregates the colour values IIRC. The number reflects how many surrounding pixels it samples, so in 2xAA you take samples from 2 pixels, 4x means 4 pixels etc. The more pixels you take into account, the closer you are going to get to the "right" value to make everything look smooth. http://forums.anandtech.com/showthread. php?t=1611325 If I use AA in my game, I can make the scene appear much smoother and less rugged and rough. http://heeblog56.tistory.com/archive/20131107
  • 12. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 12 LoD – Level of Detail As you get further away from an object... it takes up less of your vision (and less dots of resolution on your monitor). Therefore, you can drop its level of detail... saving memory and computation power. https://forums.epicgames.com/threads/71 7317-WHAT-is-LOD If a LOD system is implemented into my game, I can save memory as the camera does not need to render as much detail. http://www.tv-consultants.com/OOPz/l115a3.php From left to right, the level of detail is shown as the object gets closer
  • 13. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 13 Animation Animation is the process of displaying still images in a rapid sequence to create the illusion of movement. These images can be hand drawn, computer generated, or pictures of 3D objects. http://www.wisegeek.org/what-is-animation. htm In my 2D game, I will use animations similar to that of Pokémon's animations. http://th05.deviantart.net/fs70/PRE/f/2013/296/c/9/pokemon_origins_green_sprite _sheet_by_mohammadataya-d6riodl.png When played quickly, these images are displayed in sequence to make it look like the character is walking. Sprite On the Web and in multimedia productions, a sprite is a graphic image, usually animated, that a user can interact with and move around http://whatis.techtarget.com/definition/spr ite In my 2D game, I will create sprites that look similar to the sprites in the Pokémon over-world. http://www.smashingmagazine.com/2009/04/27/the-mystery-of-css-sprites-techniques- tools-and-tutorials/
  • 14. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 14 This is a collection of sprites from a pokemon game. Scene A scene is where all entities, assets and characters are actually placed. The scene in my game is shown in the screenshot, and there are several scenes, one for the 'Help' menu, one for the main scene, where the game is carried out and one for the main menu. This is a screenshot of a Scene in unity. Library Collection of folders containing assets, textures and scripts. The library will hold all of my game's assets, textures and scripts.
  • 15. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 15 This is a screenshot of Unity's in-editor library. UI An interface is a set of commands or menus through which a user communicates with a program. A command-driven interface is one in which you enter commands. A menu-driven http://www.webopedia. com/TERM/M/menu_driven.h tmlinterface is one in which you select command choices from various menus displayed on the screen. http://www.webopedia.com/TERM/U/ user_interface.htmlinterface is one in which you select command choices from various menus displayed on the screen. http://www.webopedia.com/TERM/U/user _interface.html A UI will be used in my games main menu to allow access to things such as the levels, settings and so on. http://cargocollective.com/elderjerezjr/Call-of-Duty-UI This image shows the UI in Call of Duty World a War.
  • 16. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 16 F rames Each frame consists of a number of horizontal scan lines. These represent the number of scan lines per frame. Frames per second (FPS) is a unit that measures display device performance. It consists of the number of complete scans of the display screen that occur each second. This is the number of times the image on the screen is refreshed each second, or the rate at which an imaging device produces unique sequential images called frames. http://www.techopedia.com/definition/729 7/frames-per-second-fps I will aim for my game to run smoothly around at least 30 FPS. https://www.youtube.com/watch?v=rNTQoGJye30 This video shows how stable Halo 4's FPS are.
  • 17. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 17 Concept A plan or intention http://www.oxforddictionaries.com/definiti on/english/concept Concept art will be created for in-game enemies, scenery and important assets, before they are constructed. http://mp1st.com/wp-content/uploads/2014/01/goliath_process_01.jpg These images show the plan and design of an enemy in EVOLVE. Event Events correspond to user input (key presses, mouse actions) or rendering events. http://docs.unity3d.com/ScriptReference/E vent.html My game will include automatically opening doors and other events. https://www.youtube.com/watch?v=WuSoi4QlF7M This shows how events can occur when a character or other assets enter a collider to trigger an event, such as a door opening. 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 will be implemented in my games interior areas through use of waypoints around the map, at ends of His video shows the capability of AI pathfnding, and how it can navigate an area [PATHIFINDING-1] https://www.youtube.com/watch?v=GFbamj63z8Y
  • 18. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 18 corridors and at doorways. [PATHFINDING-1] <iframe width="420" height="315" src="//www.youtube.com/embed/GFbamj63z8Y" frameborder="0" allowfullscreen></iframe>