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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: 
Joshua 
Meyer 
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 f reely distributed demonstration or preview of an upcoming or recently 
released video game. 
http://en.w ikipedia.org/wiki/Game_demo 
When looking for a new video game 
to play I am never certain I will enjoy 
a game so before purchasing it I like 
to look for a demo so I can get a feel 
for how the game plays before I buy 
it. 
Beta Beta is usually a trial version of a game for a company. betas are usually experimental 
and of ten have problems w ith them. 
https://uk.answers.yahoo.com/question/index?qid=20081019143302AAIBseY 
Some times a developer isn’t 
sure i f anyone would actually 
l ike their game so they release it 
early in beta. This is good 
because like a demo I can find 
out i f I l ike i t or not. 
Alpha The alpha phase of the release life cycle is the f irst phase to begin sof tware testing. 
http://en.wikipedia.org/wiki/Software_release_life_cycle#Alpha 
Alpha is a good way for 
developers to check if a concept 
works or not. Alpha is the bare 
minimum for a working game 
and i s a good way of checking if 
an idea works or not. 
Pre-Alpha Pre-alpha refers to all activities performed during the sof tware project before testing. 
http://en.w ikipedia.org/wiki/Sof tware_release_life_cycle#Pre-alpha 
Gold Gold master is the f inal game's build that is used as a master for production of the game. 
http://en.w ikipedia.org/wiki/Video_game_development 
Debug Debugging is a methodical process of f inding and reducing the number of bugs, or Debugging is important for
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
defects, in a computer program or a piece of electronic hardw are. 
http://en.w ikipedia.org/wiki/Debugging 
fixing game breaking faults in 
the software. Minecraft is 
cons tantly Updated with not 
only new features but also 
Cons tant bug fixes. This 
cons tant dedication to the game 
i s probably key to is success. 
Automation Implementing test automation for mobile application development process is the best w ay 
to gain agile, ef fective use of resources and time for testing. 
http://en.wikipedia.org/wiki/Game_testing#Test_automation 
White-Box 
Testing 
White-box testing tests internal structures or workings of a program, as opposed to the 
functionality exposed to the end-user. In w hite-box testing an internal perspective of the 
system, as w ell as programming skills, are used to design test cases. The tester chooses 
inputs to exercise paths through the code and determine the appropriate outputs. 
http://en.wikipedia.org/wiki/Software_testing#White-Box_testing 
Bug In several usages in information technology, a bug or glitch (pronounced GLIHTCH ) is a sudden 
break in function or continuity, sometimes of a transient nature, with a varying degree of 
seriousness. 
http://whatis.techtarget.com/definition/glitch 
GAME 
ENGINES 
Vertex Shader Vertex shaders are run once for each vertex given to the graphics processor. The 
purpose is to transform each vertex's 3D position in virtual space to the 2D coordinate at 
w hich it appears on the screen. 
http://en.wikipedia.org/wiki/Shader#Vertex_shaders 
Pixel Shader Pixel shaders, also know n as f ragment shaders, compute colour and other attributes of 
each f ragment. The simplest kinds of pixel shaders output one screen pixel as a colour 
value; more complex shaders w ith multiple inputs/outputs are also possible. 
http://en.wikipedia.org/wiki/Shader#Pixel_shaders 
Post Processing The term post-processing (or postproc for short) is used in the video/f ilm business for 
quality-improvement image processing (specifically digital image processing) methods 
used in video playback devices, (such as stand-alone DVD-Video players), and video 
players sof tware and transcoding sof tware. It is also commonly used in real-time 3D 
rendering (such as in video games) to add additional ef fects. 
http://en.w ikipedia.org/wiki/Video_post-processing 
Rendering 1. Rendering is the process of generating an image f rom a model bymeans of computer 
sof tware. Rendering is used in architecture, simulators, video games, movies and 
television visual ef fects and design visualization. 
http://usa.autodesk.com/adsk/servlet/item?id=17940930&siteID=123112
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
GAME 
ENGINES 
Normal Map In 3D computer graphics, normal mapping, or "Dot3 bump mapping", is a technique used 
for faking the lighting of bumps and dents – an implementation of bump mapping. It is 
used to add details w ithout using more polygons. 
http://en.wikipedia.org/wiki/Normal_mapping 
Entity A non-player character (NPC), sometimes know n as a non-person character or non-playable 
character, in a game is any character that is not controlled by a player. In 
electronic games, this usually means a character controlled by the computer 
through artif icial intelligence. 
http://en.wikipedia.org/wiki/Non-player_character 
UV Map UV mapping is the 3D modelling process of making a 2D image representation of a 3D 
model's surface. 
http://en.wikipedia.org/wiki/UV_mapping 
Procedural 
Texture 
Procedural textures are textures that are defined mathematically. They are generally 
relatively simple to use, because they don't need to be mapped in a special way - which 
doesn't mean that procedural textures can't become very 
complex.http://wiki.blender.org/index.php/Doc:2.4/Manual/Textures/Types/Procedural 
Physics Computer animation physics or game physics involves the introduction of the law s 
of physics into a simulation or game engine, particularly in 3D computer graphics, for the 
purpose of making the ef fects appear more real to the observer. Typically, simulation 
physics is only a close approximation to real physics, and computation is performed using 
discrete values. 
http://en.w ikipedia.org/wiki/Game_physics 
Phys ics in video games are 
almost essential (depending on 
the game) and can determine 
how you interact with the 
envi ronment. Differences in 
phys ics in video games can lead 
to some pretty interesting 
mechanics. My favourite physics 
based mechanic in video games 
i s rocket jumping in Team 
Fortres s 2. 
Collision Collision detection typically refers to the computational problem of detecting the 
intersection of tw o or more objects. 
http://en.wikipedia.org/wiki/Collision_detection 
Lighting Lighting is one of the most important and influential elements in environments. It has 
the power to make or break the visuals, theme and atmosphere. 
http://www.moddb.com/tutorials/lighting-in-game-environments-the-hows-and-whys 
AA – Anti- 
Aliasing 
In 3D video games, anti-aliasing is a very intense process, requiring a lot of computer 
pow er. It basically is rendering the w hole image multiple times, and then blurring the 
images together, to smooth out the edges.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
https://answers.yahoo.com/question/index?qid=20100710073433AA0dSCA 
LoD – Level of 
Detail 
In computer graphics, accounting for level of detail involves decreasing the complexity of 
a 3D object representation as it moves aw ay f rom the view er or according to other metrics 
such as object importance, view point-relative speed or position. Level of detail techniques 
increases the ef f iciency of rendering by decreasing the w orkload on graphics 
pipeline stages, usually vertex transformations. 
http://en.wikipedia.org/wiki/Level_of_detail 
Animation Animation in video games refers to how things physically look, which includes 
everything from the packaging on a retail video game, to the texture of the skin on 
each character, to the graphical user interface, to the way a character rolls her ankle 
when she walks. 
http://www.gamecareerguide.com/features/413/game_art_and_animation_an_introduction.php 
Animation can be very satisfying 
in video games. My favourite 
animation in video games is a 
very s imple animation of 
someone in GTA V wearing flip 
fops at the beach. The flip flops 
are fully animated and even 
make a small sound as you walk, 
instead of just having the flip 
flops stick to the bottom of your 
feet. 
Sprite In computer graphics, a sprite is a tw o-dimensional image or animation that is integrated 
into a larger scene. Initially including just graphical objects handled separately f rom the 
memory bitmap of a video display, this now includes various manners of graphical 
overlays. 
http://en.wikipedia.org/wiki/Sprite_(computer_graphics) 
Retro games are loved and 
recognised by their 2D 8bi t 
spri tes for characters and 
objects. It is an easy and simple 
way of making an aesthetically 
pleasing game that is still used 
today. 
Scene A scene f ile contains objects in a strictly def ined language or data structure; it w ould 
contain geometry, view point, texture, lighting, and shading information as a description of 
the virtual scene. 
http://en.wikipedia.org/wiki/Rendering_(computer_graphics) 
When working with the unreal 
game engine, anything I added 
to the game or altered was 
saved in a s cene. 
Library A key decision in game programming is w hich, if any, APIs and libraries to use. Today, 
there are numerous libraries available w hich take care of key tasks of game 
programming. Some libraries can handle sound processing, input, and graphics 
rendering. Some can even handle some AItasks such as pathf inding. 
http://en.wikipedia.org/wiki/Game_programming#APIs_and_libraries 
UI In video gaming, the HUD (heads-up display) or Status Bar is the method by w hich 
information is visually relayed to the player as part of a game's user interface 
http://en.wikipedia.org/wiki/HUD_(video_gaming) 
User interface varies from game 
to game depending on the 
objective of the game. In GTA V
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
5 
you have a quick s elect menu of 
di fferent guns in your arsenal 
making it quick and easy to 
swi tch wepons. 
Frames Frame rate, also know n as f rame f requency and f rames per second (FPS), is 
the f requency (rate) at w hich an imaging device produces unique consecutive images 
called f rames. The term applies equally w ell to f ilmand video cameras, computer 
graphics, and motion capture systems. Frame rate is most of ten expressed in f rames per 
second (FPS) and is also expressed in progressive scan monitors as hertz (Hz) 
http://en.wikipedia.org/wiki/Frame_rate 
Frame rate is very important in 
fi rs t person shooters. The more 
frames you have the faster the 
game will be able to process 
information giving your 
character a faster reaction time, 
not to mention the better you 
wi l l be able to see. 
Concept Concept document, game proposal, or game plan is a more detailed document than the 
pitch document. This includes all the information produced about the game. This includes 
the high concept, game's genre, gameplay description, features, setting, story, target 
audience, hardw are platforms, estimated schedule, marketing analysis, team 
requirements, and risk analysis. 
http://en.wikipedia.org/wiki/Video_game_development#Pre-production 
Event 
Pathfinding Pathf inding is the method for determining how to get a NPC f rom one point on a map to 
another, taking into consideration the terrain, obstacles and possibly "fog of w ar". 
http://en.wikipedia.org/wiki/Artificial_intelligence_(video_games)#Usage 
Pathfinding can be very 
di fferent from game to game 
and even character to character. 
In GTA V there are citizens 
walking on the side of the 
s treet, slowly, compared to 
when you start a gang mission 
and your fellow gangsters run 
everywhere.

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Joshua meyer 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: Joshua Meyer 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 f reely distributed demonstration or preview of an upcoming or recently released video game. http://en.w ikipedia.org/wiki/Game_demo When looking for a new video game to play I am never certain I will enjoy a game so before purchasing it I like to look for a demo so I can get a feel for how the game plays before I buy it. Beta Beta is usually a trial version of a game for a company. betas are usually experimental and of ten have problems w ith them. https://uk.answers.yahoo.com/question/index?qid=20081019143302AAIBseY Some times a developer isn’t sure i f anyone would actually l ike their game so they release it early in beta. This is good because like a demo I can find out i f I l ike i t or not. Alpha The alpha phase of the release life cycle is the f irst phase to begin sof tware testing. http://en.wikipedia.org/wiki/Software_release_life_cycle#Alpha Alpha is a good way for developers to check if a concept works or not. Alpha is the bare minimum for a working game and i s a good way of checking if an idea works or not. Pre-Alpha Pre-alpha refers to all activities performed during the sof tware project before testing. http://en.w ikipedia.org/wiki/Sof tware_release_life_cycle#Pre-alpha Gold Gold master is the f inal game's build that is used as a master for production of the game. http://en.w ikipedia.org/wiki/Video_game_development Debug Debugging is a methodical process of f inding and reducing the number of bugs, or Debugging is important for
  • 2. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 2 defects, in a computer program or a piece of electronic hardw are. http://en.w ikipedia.org/wiki/Debugging fixing game breaking faults in the software. Minecraft is cons tantly Updated with not only new features but also Cons tant bug fixes. This cons tant dedication to the game i s probably key to is success. Automation Implementing test automation for mobile application development process is the best w ay to gain agile, ef fective use of resources and time for testing. http://en.wikipedia.org/wiki/Game_testing#Test_automation White-Box Testing White-box testing tests internal structures or workings of a program, as opposed to the functionality exposed to the end-user. In w hite-box testing an internal perspective of the system, as w ell as programming skills, are used to design test cases. The tester chooses inputs to exercise paths through the code and determine the appropriate outputs. http://en.wikipedia.org/wiki/Software_testing#White-Box_testing Bug In several usages in information technology, a bug or glitch (pronounced GLIHTCH ) is a sudden break in function or continuity, sometimes of a transient nature, with a varying degree of seriousness. http://whatis.techtarget.com/definition/glitch GAME ENGINES Vertex Shader Vertex shaders are run once for each vertex given to the graphics processor. The purpose is to transform each vertex's 3D position in virtual space to the 2D coordinate at w hich it appears on the screen. http://en.wikipedia.org/wiki/Shader#Vertex_shaders Pixel Shader Pixel shaders, also know n as f ragment shaders, compute colour and other attributes of each f ragment. The simplest kinds of pixel shaders output one screen pixel as a colour value; more complex shaders w ith multiple inputs/outputs are also possible. http://en.wikipedia.org/wiki/Shader#Pixel_shaders Post Processing The term post-processing (or postproc for short) is used in the video/f ilm business for quality-improvement image processing (specifically digital image processing) methods used in video playback devices, (such as stand-alone DVD-Video players), and video players sof tware and transcoding sof tware. It is also commonly used in real-time 3D rendering (such as in video games) to add additional ef fects. http://en.w ikipedia.org/wiki/Video_post-processing Rendering 1. Rendering is the process of generating an image f rom a model bymeans of computer sof tware. Rendering is used in architecture, simulators, video games, movies and television visual ef fects and design visualization. http://usa.autodesk.com/adsk/servlet/item?id=17940930&siteID=123112
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 GAME ENGINES Normal Map In 3D computer graphics, normal mapping, or "Dot3 bump mapping", is a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details w ithout using more polygons. http://en.wikipedia.org/wiki/Normal_mapping Entity A non-player character (NPC), sometimes know n as a non-person character or non-playable character, in a game is any character that is not controlled by a player. In electronic games, this usually means a character controlled by the computer through artif icial intelligence. http://en.wikipedia.org/wiki/Non-player_character UV Map UV mapping is the 3D modelling process of making a 2D image representation of a 3D model's surface. http://en.wikipedia.org/wiki/UV_mapping Procedural Texture Procedural textures are textures that are defined mathematically. They are generally relatively simple to use, because they don't need to be mapped in a special way - which doesn't mean that procedural textures can't become very complex.http://wiki.blender.org/index.php/Doc:2.4/Manual/Textures/Types/Procedural Physics Computer animation physics or game physics involves the introduction of the law s of physics into a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the ef fects appear more real to the observer. Typically, simulation physics is only a close approximation to real physics, and computation is performed using discrete values. http://en.w ikipedia.org/wiki/Game_physics Phys ics in video games are almost essential (depending on the game) and can determine how you interact with the envi ronment. Differences in phys ics in video games can lead to some pretty interesting mechanics. My favourite physics based mechanic in video games i s rocket jumping in Team Fortres s 2. Collision Collision detection typically refers to the computational problem of detecting the intersection of tw o or more objects. http://en.wikipedia.org/wiki/Collision_detection Lighting Lighting is one of the most important and influential elements in environments. It has the power to make or break the visuals, theme and atmosphere. http://www.moddb.com/tutorials/lighting-in-game-environments-the-hows-and-whys AA – Anti- Aliasing In 3D video games, anti-aliasing is a very intense process, requiring a lot of computer pow er. It basically is rendering the w hole image multiple times, and then blurring the images together, to smooth out the edges.
  • 4. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 4 https://answers.yahoo.com/question/index?qid=20100710073433AA0dSCA LoD – Level of Detail In computer graphics, accounting for level of detail involves decreasing the complexity of a 3D object representation as it moves aw ay f rom the view er or according to other metrics such as object importance, view point-relative speed or position. Level of detail techniques increases the ef f iciency of rendering by decreasing the w orkload on graphics pipeline stages, usually vertex transformations. http://en.wikipedia.org/wiki/Level_of_detail Animation Animation in video games refers to how things physically look, which includes everything from the packaging on a retail video game, to the texture of the skin on each character, to the graphical user interface, to the way a character rolls her ankle when she walks. http://www.gamecareerguide.com/features/413/game_art_and_animation_an_introduction.php Animation can be very satisfying in video games. My favourite animation in video games is a very s imple animation of someone in GTA V wearing flip fops at the beach. The flip flops are fully animated and even make a small sound as you walk, instead of just having the flip flops stick to the bottom of your feet. Sprite In computer graphics, a sprite is a tw o-dimensional image or animation that is integrated into a larger scene. Initially including just graphical objects handled separately f rom the memory bitmap of a video display, this now includes various manners of graphical overlays. http://en.wikipedia.org/wiki/Sprite_(computer_graphics) Retro games are loved and recognised by their 2D 8bi t spri tes for characters and objects. It is an easy and simple way of making an aesthetically pleasing game that is still used today. Scene A scene f ile contains objects in a strictly def ined language or data structure; it w ould contain geometry, view point, texture, lighting, and shading information as a description of the virtual scene. http://en.wikipedia.org/wiki/Rendering_(computer_graphics) When working with the unreal game engine, anything I added to the game or altered was saved in a s cene. Library A key decision in game programming is w hich, if any, APIs and libraries to use. Today, there are numerous libraries available w hich take care of key tasks of game programming. Some libraries can handle sound processing, input, and graphics rendering. Some can even handle some AItasks such as pathf inding. http://en.wikipedia.org/wiki/Game_programming#APIs_and_libraries UI In video gaming, the HUD (heads-up display) or Status Bar is the method by w hich information is visually relayed to the player as part of a game's user interface http://en.wikipedia.org/wiki/HUD_(video_gaming) User interface varies from game to game depending on the objective of the game. In GTA V
  • 5. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 5 you have a quick s elect menu of di fferent guns in your arsenal making it quick and easy to swi tch wepons. Frames Frame rate, also know n as f rame f requency and f rames per second (FPS), is the f requency (rate) at w hich an imaging device produces unique consecutive images called f rames. The term applies equally w ell to f ilmand video cameras, computer graphics, and motion capture systems. Frame rate is most of ten expressed in f rames per second (FPS) and is also expressed in progressive scan monitors as hertz (Hz) http://en.wikipedia.org/wiki/Frame_rate Frame rate is very important in fi rs t person shooters. The more frames you have the faster the game will be able to process information giving your character a faster reaction time, not to mention the better you wi l l be able to see. Concept Concept document, game proposal, or game plan is a more detailed document than the pitch document. This includes all the information produced about the game. This includes the high concept, game's genre, gameplay description, features, setting, story, target audience, hardw are platforms, estimated schedule, marketing analysis, team requirements, and risk analysis. http://en.wikipedia.org/wiki/Video_game_development#Pre-production Event Pathfinding Pathf inding is the method for determining how to get a NPC f rom one point on a map to another, taking into consideration the terrain, obstacles and possibly "fog of w ar". http://en.wikipedia.org/wiki/Artificial_intelligence_(video_games)#Usage Pathfinding can be very di fferent from game to game and even character to character. In GTA V there are citizens walking on the side of the s treet, slowly, compared to when you start a gang mission and your fellow gangsters run everywhere.