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Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
1 
Produce a glossary of terms specific to the methods and principles of Video Game Design and Video Game Terms. Using a provided template, 
you must research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the 
website you have obtained the definition. 
You must also, where possible, provide specific details of how researched definitions relate to your own production practice. 
Name: 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. 
https://www.youtube.com/watch?v=R81xOMybdFg 
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?ter 
m=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. 
https://www.youtube.com/watch?v=2uMc5hZxZ6E
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
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_devel 
opment#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. 
https://www.youtube.com/watch?v=JvIZUrB92fI 
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. 
https://www.youtube.com/watch?v=TTaIk7akOUw 
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. 
https://www.youtube.com/watch?v=dson4YZjEr0
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
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. 
https://www.youtube.com/watch?v=vhTK5weADhU 
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. 
https://www.youtube.com/watch?v=ii2hIcyGHuI
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
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_Bo 
x_Testing.html 
White box testing will be 
required in order to fix more 
complicated bugs that are to 
do with fragile lines of code. 
https://www.youtube.com/watch?v=3bJcvBLJViQ 
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. 
https://www.youtube.com/watch?v=i1SFm62Etyc
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
5 
GAME 
ENGINES 
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_vertexsh 
ader.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. 
https://www.youtube.com/watch?v=1G37-Yav2ZM 
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_pixelsha 
der.html 
Pixel Shaders will be used to 
add effects to much larger 
environments such as 
backgrounds. 
https://www.youtube.com/watch?v=BL8T7uw7ERE
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
6 
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/PostProcessEff 
ectsHome.html 
Post processing would be 
good to add a it adds blur to 
further away textures and 
makes the closer ones more 
visually appealing 
https://www.youtube.com/watch?v=d4S__Nyi3t0 
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_(comput 
er_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. 
https://www.youtube.com/watch?v=00gAbgBu8R4
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
7 
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. 
https://www.youtube.com/watch?v=9UOXJiJpfiw 
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_component_ 
system 
Entities give AI actions to do 
such as, moving running etc. 
therefore it will be vital to 
making a game with 
computer controlled players 
https://www.youtube.com/watch?v=QwwfTWMrM9k 
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. 
https://www.youtube.com/watch?v=469iOH5k0Xc
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
8 
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/Proceduraltexture 
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. 
https://www.youtube.com/watch?v=n0aBrs-2720 
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#Ga 
me_engines 
Physics in our games would 
be expected if wanted 
realistic aspects such as rag 
dolling or gravity. 
https://www.youtube.com/watch?v=wKgKSg0Nr6A
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
9 
Collision Collision detection typically refers to the 
computational problem of detecting the 
intersection of two or more objects. - 
http://en.wikipedia.org/wiki/Collision_detection 
#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. 
https://www.youtube.com/watch?v=pgEwA_XnoH8 
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. 
https://www.youtube.com/watch?v=u5DNkxkXBeI
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
10 
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/antialiasin 
g.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. 
https://www.youtube.com/watch?v=x_0do0jo5yY 
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/11791/le 
vel-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. 
https://www.youtube.com/watch?v=IzlU_xvTK3Y 
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/glossaryofterms 
/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.. 
https://www.youtube.com/watch?v=KWC6Pw63BAY
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
11 
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. 
https://www.youtube.com/watch?v=steGfdZ0zqE 
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/CreatingScenes 
.html 
Scenes will be helpful in 
keeping the objects and files 
we use for a level in one 
place. 
https://www.youtube.com/watch?v=0HwZQt94uHQ 
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_(computing 
) 
Keeping a library of all our 
files will help keep them 
organised. 
https://www.youtube.com/watch?v=CwBLIppjVbw
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
12 
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_inte 
rface 
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… 
https://www.youtube.com/watch?v=EOX6itCuKOc 
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#Video_ 
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. 
https://www.youtube.com/watch?v=dEtiNxlTJ8I
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
13 
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_concept 
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. 
https://www.youtube.com/watch?v=wmMXXC_TdU0 
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/dadiospice/0 
00_using%20gamemaker/events/index.html 
We need events in order for 
certain stuff to trigger and 
keep the flow of the game 
running. 
https://www.youtube.com/watch?v=ACt9AWf-GHQ
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
14 
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_vide 
o_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. 
https://www.youtube.com/watch?v=DcJSz5c4VGk

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Y1 gd engine_terminologY

  • 1. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 1 Produce a glossary of terms specific to the methods and principles of Video Game Design and Video Game Terms. Using a provided template, you must research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the website you have obtained the definition. You must also, where possible, provide specific details of how researched definitions relate to your own production practice. Name: 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. https://www.youtube.com/watch?v=R81xOMybdFg 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?ter m=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. https://www.youtube.com/watch?v=2uMc5hZxZ6E
  • 2. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 2 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_devel opment#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. https://www.youtube.com/watch?v=JvIZUrB92fI 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. https://www.youtube.com/watch?v=TTaIk7akOUw 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. https://www.youtube.com/watch?v=dson4YZjEr0
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 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. https://www.youtube.com/watch?v=vhTK5weADhU 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. https://www.youtube.com/watch?v=ii2hIcyGHuI
  • 4. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 4 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_Bo x_Testing.html White box testing will be required in order to fix more complicated bugs that are to do with fragile lines of code. https://www.youtube.com/watch?v=3bJcvBLJViQ 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. https://www.youtube.com/watch?v=i1SFm62Etyc
  • 5. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 5 GAME ENGINES 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_vertexsh ader.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. https://www.youtube.com/watch?v=1G37-Yav2ZM 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_pixelsha der.html Pixel Shaders will be used to add effects to much larger environments such as backgrounds. https://www.youtube.com/watch?v=BL8T7uw7ERE
  • 6. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 6 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/PostProcessEff ectsHome.html Post processing would be good to add a it adds blur to further away textures and makes the closer ones more visually appealing https://www.youtube.com/watch?v=d4S__Nyi3t0 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_(comput er_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. https://www.youtube.com/watch?v=00gAbgBu8R4
  • 7. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 7 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. https://www.youtube.com/watch?v=9UOXJiJpfiw 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_component_ system Entities give AI actions to do such as, moving running etc. therefore it will be vital to making a game with computer controlled players https://www.youtube.com/watch?v=QwwfTWMrM9k 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. https://www.youtube.com/watch?v=469iOH5k0Xc
  • 8. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 8 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/Proceduraltexture 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. https://www.youtube.com/watch?v=n0aBrs-2720 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#Ga me_engines Physics in our games would be expected if wanted realistic aspects such as rag dolling or gravity. https://www.youtube.com/watch?v=wKgKSg0Nr6A
  • 9. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 9 Collision Collision detection typically refers to the computational problem of detecting the intersection of two or more objects. - http://en.wikipedia.org/wiki/Collision_detection #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. https://www.youtube.com/watch?v=pgEwA_XnoH8 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. https://www.youtube.com/watch?v=u5DNkxkXBeI
  • 10. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 10 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/antialiasin g.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. https://www.youtube.com/watch?v=x_0do0jo5yY 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/11791/le vel-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. https://www.youtube.com/watch?v=IzlU_xvTK3Y 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/glossaryofterms /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.. https://www.youtube.com/watch?v=KWC6Pw63BAY
  • 11. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 11 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. https://www.youtube.com/watch?v=steGfdZ0zqE 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/CreatingScenes .html Scenes will be helpful in keeping the objects and files we use for a level in one place. https://www.youtube.com/watch?v=0HwZQt94uHQ 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_(computing ) Keeping a library of all our files will help keep them organised. https://www.youtube.com/watch?v=CwBLIppjVbw
  • 12. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 12 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_inte rface 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… https://www.youtube.com/watch?v=EOX6itCuKOc 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#Video_ 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. https://www.youtube.com/watch?v=dEtiNxlTJ8I
  • 13. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 13 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_concept 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. https://www.youtube.com/watch?v=wmMXXC_TdU0 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/dadiospice/0 00_using%20gamemaker/events/index.html We need events in order for certain stuff to trigger and keep the flow of the game running. https://www.youtube.com/watch?v=ACt9AWf-GHQ
  • 14. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 14 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_vide o_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. https://www.youtube.com/watch?v=DcJSz5c4VGk