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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 
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: Elliot 
Black 
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 game demo is a freely distributed piece of 
an upcoming or recently released video 
game. Demos are typically released by the 
game's publisher to help consumers get a feel 
of the game before deciding whether to buy 
the full version. - 
http://en.wikipedia.org/wiki/Game_demo 
Creating a playable 
demo for our game 
allows us to present our 
work through a 
playable means. 
This picture shows a screenshot of the E3 gameplay demo 
shown live. 
Beta A beta version of a program, game etc... is an 
unfinished version released to either the 
public a select few or whoever signs up to 
beta test it for bugs or glitches. - 
http://www.urbandictionary.com/define.php 
?term=Beta 
If we needed to show 
various stages of our 
work for our unit, we 
may have to show a 
beta build of our game. 
Also we would have a 
beta build for testing 
bugs in our game. 
This picture is a screenshot of Destiny When it was in its beta 
stage. 
1
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
Alpha Alpha is the stage when key gameplay 
functionality is implemented, and assets are 
partially finished. A game in alpha is feature 
complete, that is, game is playable and 
contains all the major features. These 
features may be further revised based on 
testing and feedback. 
-http://en.wikipedia.org/wiki/Video_game_d 
evelopment#Alpha 
Again, if it was needed 
that we provide various 
builds of our game for 
examples, then creating 
an alpha build will be 
necessary. Also, having 
an alpha build would be 
a key element in testing 
gameplay functionality 
in or game. 
The picture shows destiny when it was in its alpha stage. 
2
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
Pre-Alpha Pre-Alpha is a standard term to denote a 
number of interim milestones between 
prototyping and alpha, each of which 
includes new functionality and/or game 
content. Pre-alphas often mandate 
incremented improvements on a number of 
parallel areas in a project, but rarely expect 
any one of those areas to be complete. - 
http://www.whatgamesare.com/pre-alpha. 
html 
Creating a pre-alpha 
would be necessary to 
begin with if we were 
producing all the stages 
of development for this 
unit. Pre-alphas are also 
vital for prototyping our 
game in with the bare 
minimum 
implemented. 
This picture shows Dark Souls Being played by a developer in its 
pre-alpha stage. 
Gold The final stage is sometimes called the gold 
stage, where the game has gone through 
complete testing and has passed a final 
review. - 
http://www.3dcognition.com/theory/game-development/ 
2/ 
The gold stage would 
be the final stage we 
would have to produce 
in order to present the 
stages of development 
for our game. The gold 
stage will be the 
completed version of 
our game. 
This picture shows the final release title screen of MGSV 
Ground Zeroes. 
3
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
Debug A debug menu or debug mode is a user 
interface implemented in a computer 
program that allows the user to view and/or 
manipulate the program's internal state for 
the purpose of debugging. Debug menus are 
used during software development for easy 
testing and are usually made inaccessible or 
otherwise hidden from the end-user. - 
http://en.wikipedia.org/wiki/Debug_menu 
A debug menu will be 
handy in order to see 
what is going wrong in 
the game during 
development and help 
fix the problem. 
This picture shows a level in unity being debugged in the 
developer console. 
Automation Automation or automatic control is the use of 
various control systems for operating 
equipment such as machinery, processes in 
factories, boilers and heat treating ovens, 
switching in telephone networks, steering 
and stabilization of ships, aircraft and other 
applications with minimal or reduced human 
intervention. - 
http://en.wikipedia.org/wiki/Automation 
We could add a level 
automation to our 
game by adding scripts 
that automate certain 
functions and gameplay 
elements. 
This picture shows the various stages of testing including test 
automation. 
4
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
White-Box 
Testing 
Also known as glass box, structural, clear box 
and open 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. - 
http://www.webopedia.com/TERM/W/White 
_Box_Testing.html 
White box testing will 
be required in order to 
fix more complicated 
bugs that are to do with 
fragile lines of code. 
This picture shows the flowchart of white box testing. 
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. - 
http://en.wikipedia.org/wiki/Software_bug 
We may have bugs in 
our game when it 
comes to implementing 
lines of code in our 
game, as certain parts 
of the code may be 
wrong. 
This picture shows game characters bugging out with their 
limbs being stretched. 
GAME 
ENGINES 
Vertex Shader A vertex shader is a graphics processing 
function used to add special effects to objects 
in a 3D environment by performing 
mathematical operations on the objects' 
vertex data. - 
http://www.nvidia.com/object/feature_verte 
xshader.html 
Vertex shaders will be 
relevant to our work as 
we will use them to add 
effects to objects in our 
games such as shadows 
being cast on them. 
This picture shows the vertex shading of a character from a 
game called Folk Tale. 
5
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
GAME 
ENGINES 
Pixel Shader A Pixel Shader is a graphics function that 
calculates effects on a per-pixel basis. 
Depending on resolution, in excess of 2 
million pixels may need to be rendered, lit, 
shaded, and colored for each frame, at 
60frames per second. - 
http://www.nvidia.co.uk/object/feature_pixe 
lshader.html 
Pixel Shaders will be 
used to add effects to 
much larger 
environments such as 
backgrounds. 
This picture shows the difference between different pixel 
shaders being used on a house model 
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/PostProces 
sEffectsHome.html 
Post processing would 
be good to add a it adds 
blur to further away 
textures and makes the 
closer ones more 
visually appealing 
This picture shows a comparison between post processing 
6
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
effects being turned on and off on the in game scene. 
Rendering Rendering is the process of generating an 
image from a 2D or 3D model (or models in 
what collectively could be called a scene file), 
by means of computer programs. Also, the 
results of such a model can be called a 
rendering. - 
http://en.wikipedia.org/wiki/Rendering_(com 
puter_graphics) 
We will have to render 
many textures and 
environments during 
the gameplay of our 
game in order for us to 
have different levels 
and objects at varying 
distances or in different 
levels. 
This picture shows the stages of rendering a 3D model of a 
motorcyclist. 
7
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
Normal Map A normal map is a way of adding high-resolution 
detail to a game ready (low 
resolution) model, without drastically 
affecting the game's performance. - 
http://3d.about.com/od/3d-101-The- 
Basics/tp/Current-Gen-Gameart-Workflow- 
What-Is-Normal-Mapping.html 
We may add normal 
maps to certain objects 
and environments in 
order to give them 
specific textures, 
especially closer up 
ones as they will be 
more noticeable. 
This picture shows normal maps being placed on an image and 
resulting in a more realistic looking image. 
Entity Entity-component-system (ECS) is a software 
architecture pattern that implements 
concepts from Composition over 
inheritance using a database-like structure. 
Suppose there is a drawing function. This 
would be a "System" that iterates through all 
entities that have both a physical and a 
visible component, and draws them. The 
visible component could typically have some 
information about how an entity should look 
(e.g. human, monster, sparks flying around, 
flying arrow), and use the physical 
component to know where to draw it. - 
http://en.wikipedia.org/wiki/Entity_compone 
nt_system 
Entities give objects AI 
and actions to do such 
as, moving running etc. 
therefore it will be vital 
to making a game with 
computer controlled 
players 
This picture Shows an AI being killed by an entity chain. 
8
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
UV Map UV mapping is the 3D modeling process of 
making a 2D image representation of a 3D 
model's surface. - 
http://en.wikipedia.org/wiki/UV_mapping 
In order to texture 3D 
objects that aren’t 
exactly flat, UV 
mapping will help. 
This picture shows a UV map being applied to a floor in Unity. 
Procedural 
Texture 
A procedural texture is a computer-generated 
image created using 
an algorithm intended to create a realistic 
representation of natural elements such 
as wood, marble, granite, metal, stone, and 
others. - 
http://en.wikipedia.org/wiki/Proceduraltextu 
re 
Procedural textures 
would be useful for 
texturing environments 
that include a lot of 
textures like wood and 
stone, That when the 
player gets closer to 
the detail of the image 
increases and the same 
goes for when they get 
further away. 
This picture shows the map of the various phases the 
procedural texture will use. 
9
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
Physics A physics engine is computer software that 
provides an approximate simulation of 
certain physical systems, such as rigid body 
dynamics (including collision detection), soft 
body dynamics, and fluid dynamics, of use in 
the domains of computer graphics, video 
games and film. - 
http://en.wikipedia.org/wiki/Physics_engine# 
Game_engines 
Physics in our games 
would be expected if 
wanted realistic aspects 
such as rag dolling or 
gravity. 
This picture shows a cannon firing into a bunch of physics 
objects and sending them flying. 
Collision Collision detection typically refers to the 
computational problem of detecting the 
intersection of two or more objects. - 
http://en.wikipedia.org/wiki/Collision_detect 
ion#Video_games 
Collision detection will 
be helpful if we are 
making a shooter as 
collision detection of 
the bullets hit box 
hitting the enemy’s hit 
box will class as a kill. 
This picture shows to character models with their collisions 
boxes visible around them. 
10
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
Lighting High-dynamic-range rendering (HDRR or HDR 
rendering), also known as high-dynamic-range 
lighting, is the rendering of computer 
graphics scenes by using lighting calculations 
done in a larger dynamic range. This allows 
preservation of details that may be lost due 
to limiting contrast ratios. Video 
games and computer-generated movies and 
special effects benefit from this as it creates 
more realistic scenes than with the more 
simplistic lighting models used. 
- http://en.wikipedia.org/wiki/High-dynamic-range_ 
rendering 
Lighting is very 
important in making a 
game aesthetically 
pleasing and viewable 
as an area that isn’t lit 
will make seeing very 
hard or impossible 
within the game. 
This picture shows two kinds of lights being used in a scene. 
AA – Anti- 
Aliasing 
In computer graphics, antialiasing is 
a software technique for diminishing jaggies - 
stairstep-like lines that should be smooth. 
Jaggies occur because the output device, 
the monitor or printer, doesn't have a high 
enough resolution to represent a smooth 
line. Antialiasing reduces the prominence of 
jaggies by surrounding the stairsteps with 
intermediate shades of gray - 
http://www.webopedia.com/TERM/A/antiali 
asing.html 
Anti-aliasing will be 
helpful if some textures 
appear jagged due to 
the aspect ratio as they 
will add grey around 
the pixels to make them 
more blurred. 
This picture shows the difference between anti-aliasing and 
11
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
non-anti-aliasing on a character model during a cut scene 
LoD – Level of 
Detail 
Level of detail is a general design term for 
video game landscapes in which closer 
objects are rendered with more polygons 
than objects that are farther away. Generally 
speaking, the level of detail is dictated by the 
game's system requirements. - 
http://www.techopedia.com/definition/1179 
1/level-of-detail-lod 
A level of detail will be 
quite useful whilst 
making our game as 
having far away objects 
less detailed and 
keeping only closer 
textures detailed will be 
less taxing on the game 
engine and allow it to 
run smoother. 
This picture is a good example of LoD, showing the reduction of 
polys as the camera draws further away. 
Animation The creation of moving pictures in a three-dimensional 
digital environment. This is done 
by sequencing consecutive images, or 
"frames", that simulate motion by each 
image showing the next in a gradual 
progression of steps, filmed by a virtual 
"camera" and then output to video by a 
rendering engine. - 
http://animation.about.com/od/glossaryofte 
rms/g/3danim_def.html 
Animation of 3D 
models such as people 
or sprites, will be need 
in order to add actual 
movement to the actual 
models such as legs 
moving when the 
character runs etc.. 
This picture shows a model being animated with the key frame 
points visible, showing where the character has, or will move. 
12
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
Sprite A sprite is a bitmap graphic that is designed 
to be part of a larger scene. It can either be a 
static image or an animated graphic. - 
http://www.techterms.com/definition/sprite 
Sprites will be used as 
character models and 
objects if we make a 2D 
game. 
These picture shows a range of 2D sprites from a medieval 
game. 
Scene Scenes contain the objects of your game. 
They can be used to create a main menu, 
individual levels, and anything else. - 
http://docs.unity3d.com/Manual/CreatingSce 
nes.html 
Scenes will be helpful in 
keeping the objects and 
files we use for a level 
in one place. 
This picture shows a typical scene shown from an isometric 
viewpoint. 
13
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
Library In computer science, a library is a collection 
of non-volatile resources used by programs 
on a computer, often to develop software. - 
http://en.wikipedia.org/wiki/Library_(compu 
ting) 
Keeping a library of all 
our files will help keep 
them organised. 
This picture shows a file library in-engine on the far right. 
UI In computing, a graphical user interface is a 
type of interface that allows users to interact 
with electronic devices through 
graphical icons and visual indicators such 
as secondary notation, as opposed to text-based 
interfaces, typed command labels or 
text navigation. 
- 
http://en.wikipedia.org/wiki/Graphical_user_ 
interface 
A UI would be good to 
be implemented into 
our game in order for 
the player to see the 
statuses of the game 
character i.e. health, 
bullets etc… 
This picture shows the UI for the witcher 1 on the level up 
screen. 
14
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
Frames Frame rates in video games refer to the 
speed at which the image is refreshed 
(typically in frames per second, or FPS). - 
http://en.wikipedia.org/wiki/Frame_rate#Vid 
eo_games 
The preferred frame 
rate at which I would 
like my game to run at 
would be 60FPS as that 
is the optimal frame 
rate that most games 
aim to run at. 
This picture shows the frame rate the game is playing at in the 
top right hand corner. 
Concept In game theory, a solution concept is a formal 
rule for predicting how a game will be 
played. - 
http://en.wikipedia.org/wiki/Solution_conce 
pt 
A concept of the game 
will help us predict how 
our game will be 
played; allowing us to 
make sure the end 
result won’t be terrible. 
This picture shows an early concept piece of artwork for a game 
level. 
15
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
Event What are events? Basically, these are discreet 
moments in the game loop where things are 
made to happen based on what you have 
programmed for them. - 
http://docs.yoyogames.com/source/dadiospi 
ce/000_using 
%20gamemaker/events/index.html 
We need events in 
order for certain stuff 
to trigger and keep the 
flow of the game 
running. 
This picture shows the various events than can be implemented 
in the game maker engine. 
Path finding Path finding in the context of video 
games concerns the way in which a moving 
entity finds a path around an obstacle - 
http://en.wikipedia.org/wiki/Pathfinding#In_ 
video_games 
If we have complex 
levels in our game, the 
AI will need a decent 
level of path finding in 
order to move around 
without running into 
walls or staying 
stationary. 
This picture shows the way the AI will walk the character 
around the boxes using path finding. 
16
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
17

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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 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: Elliot Black 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 game demo is a freely distributed piece of an upcoming or recently released video game. Demos are typically released by the game's publisher to help consumers get a feel of the game before deciding whether to buy the full version. - http://en.wikipedia.org/wiki/Game_demo Creating a playable demo for our game allows us to present our work through a playable means. This picture shows a screenshot of the E3 gameplay demo shown live. Beta A beta version of a program, game etc... is an unfinished version released to either the public a select few or whoever signs up to beta test it for bugs or glitches. - http://www.urbandictionary.com/define.php ?term=Beta If we needed to show various stages of our work for our unit, we may have to show a beta build of our game. Also we would have a beta build for testing bugs in our game. This picture is a screenshot of Destiny When it was in its beta stage. 1
  • 2. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 Alpha Alpha is the stage when key gameplay functionality is implemented, and assets are partially finished. A game in alpha is feature complete, that is, game is playable and contains all the major features. These features may be further revised based on testing and feedback. -http://en.wikipedia.org/wiki/Video_game_d evelopment#Alpha Again, if it was needed that we provide various builds of our game for examples, then creating an alpha build will be necessary. Also, having an alpha build would be a key element in testing gameplay functionality in or game. The picture shows destiny when it was in its alpha stage. 2
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 Pre-Alpha Pre-Alpha is a standard term to denote a number of interim milestones between prototyping and alpha, each of which includes new functionality and/or game content. Pre-alphas often mandate incremented improvements on a number of parallel areas in a project, but rarely expect any one of those areas to be complete. - http://www.whatgamesare.com/pre-alpha. html Creating a pre-alpha would be necessary to begin with if we were producing all the stages of development for this unit. Pre-alphas are also vital for prototyping our game in with the bare minimum implemented. This picture shows Dark Souls Being played by a developer in its pre-alpha stage. Gold The final stage is sometimes called the gold stage, where the game has gone through complete testing and has passed a final review. - http://www.3dcognition.com/theory/game-development/ 2/ The gold stage would be the final stage we would have to produce in order to present the stages of development for our game. The gold stage will be the completed version of our game. This picture shows the final release title screen of MGSV Ground Zeroes. 3
  • 4. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 Debug A debug menu or debug mode is a user interface implemented in a computer program that allows the user to view and/or manipulate the program's internal state for the purpose of debugging. Debug menus are used during software development for easy testing and are usually made inaccessible or otherwise hidden from the end-user. - http://en.wikipedia.org/wiki/Debug_menu A debug menu will be handy in order to see what is going wrong in the game during development and help fix the problem. This picture shows a level in unity being debugged in the developer console. Automation Automation or automatic control is the use of various control systems for operating equipment such as machinery, processes in factories, boilers and heat treating ovens, switching in telephone networks, steering and stabilization of ships, aircraft and other applications with minimal or reduced human intervention. - http://en.wikipedia.org/wiki/Automation We could add a level automation to our game by adding scripts that automate certain functions and gameplay elements. This picture shows the various stages of testing including test automation. 4
  • 5. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 White-Box Testing Also known as glass box, structural, clear box and open 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. - http://www.webopedia.com/TERM/W/White _Box_Testing.html White box testing will be required in order to fix more complicated bugs that are to do with fragile lines of code. This picture shows the flowchart of white box testing. 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. - http://en.wikipedia.org/wiki/Software_bug We may have bugs in our game when it comes to implementing lines of code in our game, as certain parts of the code may be wrong. This picture shows game characters bugging out with their limbs being stretched. GAME ENGINES Vertex Shader A vertex shader is a graphics processing function used to add special effects to objects in a 3D environment by performing mathematical operations on the objects' vertex data. - http://www.nvidia.com/object/feature_verte xshader.html Vertex shaders will be relevant to our work as we will use them to add effects to objects in our games such as shadows being cast on them. This picture shows the vertex shading of a character from a game called Folk Tale. 5
  • 6. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 GAME ENGINES Pixel Shader A Pixel Shader is a graphics function that calculates effects on a per-pixel basis. Depending on resolution, in excess of 2 million pixels may need to be rendered, lit, shaded, and colored for each frame, at 60frames per second. - http://www.nvidia.co.uk/object/feature_pixe lshader.html Pixel Shaders will be used to add effects to much larger environments such as backgrounds. This picture shows the difference between different pixel shaders being used on a house model 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/PostProces sEffectsHome.html Post processing would be good to add a it adds blur to further away textures and makes the closer ones more visually appealing This picture shows a comparison between post processing 6
  • 7. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 effects being turned on and off on the in game scene. Rendering Rendering is the process of generating an image from a 2D or 3D model (or models in what collectively could be called a scene file), by means of computer programs. Also, the results of such a model can be called a rendering. - http://en.wikipedia.org/wiki/Rendering_(com puter_graphics) We will have to render many textures and environments during the gameplay of our game in order for us to have different levels and objects at varying distances or in different levels. This picture shows the stages of rendering a 3D model of a motorcyclist. 7
  • 8. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 Normal Map A normal map is a way of adding high-resolution detail to a game ready (low resolution) model, without drastically affecting the game's performance. - http://3d.about.com/od/3d-101-The- Basics/tp/Current-Gen-Gameart-Workflow- What-Is-Normal-Mapping.html We may add normal maps to certain objects and environments in order to give them specific textures, especially closer up ones as they will be more noticeable. This picture shows normal maps being placed on an image and resulting in a more realistic looking image. Entity Entity-component-system (ECS) is a software architecture pattern that implements concepts from Composition over inheritance using a database-like structure. Suppose there is a drawing function. This would be a "System" that iterates through all entities that have both a physical and a visible component, and draws them. The visible component could typically have some information about how an entity should look (e.g. human, monster, sparks flying around, flying arrow), and use the physical component to know where to draw it. - http://en.wikipedia.org/wiki/Entity_compone nt_system Entities give objects AI and actions to do such as, moving running etc. therefore it will be vital to making a game with computer controlled players This picture Shows an AI being killed by an entity chain. 8
  • 9. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 UV Map UV mapping is the 3D modeling process of making a 2D image representation of a 3D model's surface. - http://en.wikipedia.org/wiki/UV_mapping In order to texture 3D objects that aren’t exactly flat, UV mapping will help. This picture shows a UV map being applied to a floor in Unity. Procedural Texture A procedural texture is a computer-generated image created using an algorithm intended to create a realistic representation of natural elements such as wood, marble, granite, metal, stone, and others. - http://en.wikipedia.org/wiki/Proceduraltextu re Procedural textures would be useful for texturing environments that include a lot of textures like wood and stone, That when the player gets closer to the detail of the image increases and the same goes for when they get further away. This picture shows the map of the various phases the procedural texture will use. 9
  • 10. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 Physics A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film. - http://en.wikipedia.org/wiki/Physics_engine# Game_engines Physics in our games would be expected if wanted realistic aspects such as rag dolling or gravity. This picture shows a cannon firing into a bunch of physics objects and sending them flying. Collision Collision detection typically refers to the computational problem of detecting the intersection of two or more objects. - http://en.wikipedia.org/wiki/Collision_detect ion#Video_games Collision detection will be helpful if we are making a shooter as collision detection of the bullets hit box hitting the enemy’s hit box will class as a kill. This picture shows to character models with their collisions boxes visible around them. 10
  • 11. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 Lighting High-dynamic-range rendering (HDRR or HDR rendering), also known as high-dynamic-range lighting, is the rendering of computer graphics scenes by using lighting calculations done in a larger dynamic range. This allows preservation of details that may be lost due to limiting contrast ratios. Video games and computer-generated movies and special effects benefit from this as it creates more realistic scenes than with the more simplistic lighting models used. - http://en.wikipedia.org/wiki/High-dynamic-range_ rendering Lighting is very important in making a game aesthetically pleasing and viewable as an area that isn’t lit will make seeing very hard or impossible within the game. This picture shows two kinds of lights being used in a scene. AA – Anti- Aliasing In computer graphics, antialiasing is a software technique for diminishing jaggies - stairstep-like lines that should be smooth. Jaggies occur because the output device, the monitor or printer, doesn't have a high enough resolution to represent a smooth line. Antialiasing reduces the prominence of jaggies by surrounding the stairsteps with intermediate shades of gray - http://www.webopedia.com/TERM/A/antiali asing.html Anti-aliasing will be helpful if some textures appear jagged due to the aspect ratio as they will add grey around the pixels to make them more blurred. This picture shows the difference between anti-aliasing and 11
  • 12. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 non-anti-aliasing on a character model during a cut scene LoD – Level of Detail Level of detail is a general design term for video game landscapes in which closer objects are rendered with more polygons than objects that are farther away. Generally speaking, the level of detail is dictated by the game's system requirements. - http://www.techopedia.com/definition/1179 1/level-of-detail-lod A level of detail will be quite useful whilst making our game as having far away objects less detailed and keeping only closer textures detailed will be less taxing on the game engine and allow it to run smoother. This picture is a good example of LoD, showing the reduction of polys as the camera draws further away. Animation The creation of moving pictures in a three-dimensional digital environment. This is done by sequencing consecutive images, or "frames", that simulate motion by each image showing the next in a gradual progression of steps, filmed by a virtual "camera" and then output to video by a rendering engine. - http://animation.about.com/od/glossaryofte rms/g/3danim_def.html Animation of 3D models such as people or sprites, will be need in order to add actual movement to the actual models such as legs moving when the character runs etc.. This picture shows a model being animated with the key frame points visible, showing where the character has, or will move. 12
  • 13. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 Sprite A sprite is a bitmap graphic that is designed to be part of a larger scene. It can either be a static image or an animated graphic. - http://www.techterms.com/definition/sprite Sprites will be used as character models and objects if we make a 2D game. These picture shows a range of 2D sprites from a medieval game. Scene Scenes contain the objects of your game. They can be used to create a main menu, individual levels, and anything else. - http://docs.unity3d.com/Manual/CreatingSce nes.html Scenes will be helpful in keeping the objects and files we use for a level in one place. This picture shows a typical scene shown from an isometric viewpoint. 13
  • 14. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 Library In computer science, a library is a collection of non-volatile resources used by programs on a computer, often to develop software. - http://en.wikipedia.org/wiki/Library_(compu ting) Keeping a library of all our files will help keep them organised. This picture shows a file library in-engine on the far right. UI In computing, a graphical user interface is a type of interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation, as opposed to text-based interfaces, typed command labels or text navigation. - http://en.wikipedia.org/wiki/Graphical_user_ interface A UI would be good to be implemented into our game in order for the player to see the statuses of the game character i.e. health, bullets etc… This picture shows the UI for the witcher 1 on the level up screen. 14
  • 15. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 Frames Frame rates in video games refer to the speed at which the image is refreshed (typically in frames per second, or FPS). - http://en.wikipedia.org/wiki/Frame_rate#Vid eo_games The preferred frame rate at which I would like my game to run at would be 60FPS as that is the optimal frame rate that most games aim to run at. This picture shows the frame rate the game is playing at in the top right hand corner. Concept In game theory, a solution concept is a formal rule for predicting how a game will be played. - http://en.wikipedia.org/wiki/Solution_conce pt A concept of the game will help us predict how our game will be played; allowing us to make sure the end result won’t be terrible. This picture shows an early concept piece of artwork for a game level. 15
  • 16. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 Event What are events? Basically, these are discreet moments in the game loop where things are made to happen based on what you have programmed for them. - http://docs.yoyogames.com/source/dadiospi ce/000_using %20gamemaker/events/index.html We need events in order for certain stuff to trigger and keep the flow of the game running. This picture shows the various events than can be implemented in the game maker engine. Path finding Path finding in the context of video games concerns the way in which a moving entity finds a path around an obstacle - http://en.wikipedia.org/wiki/Pathfinding#In_ video_games If we have complex levels in our game, the AI will need a decent level of path finding in order to move around without running into walls or staying stationary. This picture shows the way the AI will walk the character around the boxes using path finding. 16
  • 17. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 17