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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. 
Na 
me 
: 
Jos 
hu 
a 
Rid 
ett 
RESEARCHED DEFINITION (provide short internet 
researched definition and URL link) 
DES 
CRIB 
E 
THE 
RELE 
VAN 
CE 
OF 
THE 
RESE 
ARC 
HED 
TER 
M 
TO 
YOU 
R 
OW 
N 
PRO 
DUC 
TIO 
N 
PRA 
CTIC 
E? 
IMAGE SUPPORT (Provide an image 
and/or video link of said term being 
used in a game)
VI 
DE 
O 
GA 
M 
ES 
/ 
VI 
DE 
O 
GA 
M 
E 
TE 
STI 
NG 
De 
mo 
A demonstration of a product or technique. 
https ://www.google.co.uk/search?q=definition%3A+dem 
o HYPERLINK 
"https ://www.google.co.uk/search?q=definition%3A+de 
mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 
11208j0j7&sourceid=chrome&es_sm=93&ie=UTF-8"& 
HYPERLINK 
"https ://www.google.co.uk/search?q=definition%3A+de 
mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 
11208j0j7&sourceid=chrome&es_sm=93&ie=UTF- 
8"oq=definition%3A+demo HYPERLINK 
"https ://www.google.co.uk/search?q=definition%3A+de 
mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 
11208j0j7&sourceid=chrome&es_sm=93&ie=UTF-8"& 
HYPERLINK 
"https ://www.google.co.uk/search?q=definition%3A+de 
mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 
11208j0j7&sourceid=chrome&es_sm=93&ie=UTF- 
8"aqs=chrome..69i57j69i58.11208j0j7 HYPERLINK 
"https ://www.google.co.uk/search?q=definition%3A+de 
mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 
11208j0j7&sourceid=chrome&es_sm=93&ie=UTF-8"& 
HYPERLINK 
"https ://www.google.co.uk/search?q=definition%3A+de 
mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 
11208j0j7&sourceid=chrome&es_sm=93&ie=UTF- 
8"sourceid=chrome HYPERLINK 
"https ://www.google.co.uk/search?q=definition%3A+de 
mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 
11208j0j7&sourceid=chrome&es_sm=93&ie=UTF-8"& 
HYPERLINK 
"https ://www.google.co.uk/search?q=definition%3A+de 
mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 
11208j0j7&sourceid=chrome&es_sm=93&ie=UTF- 
8"es_sm=93 HYPERLINK 
"https ://www.google.co.uk/search?q=definition%3A+de 
mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 
11208j0j7&sourceid=chrome&es_sm=93&ie=UTF-8"& 
HYPERLINK 
"https ://www.google.co.uk/search?q=definition%3A+de 
mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 
11208j0j7&sourceid=chrome&es_sm=93&ie=UTF- 
8"ie=UTF-8 
Whe 
n a 
gam 
e I 
am 
maki 
ng 
near 
s 
com 
pleti 
on I 
may 
des ir 
e for 
i t to 
be 
tes te 
d or 
show 
n to 
the 
publi 
c. A 
dem 
o of 
the 
gam 
e 
woul 
d be 
the 
easie 
s t 
way 
to 
acco 
mplis 
h 
thi s .
Bet 
a 
Beta is usually a trial version of a game for a company. 
Beta s are usually experimental and often have problems 
w/ them. 
https ://uk.answers.yahoo.com/question/index?qid=2008 
1019143302AAIBseY 
After 
an 
alpha 
tes t I 
may 
want 
a 
large 
r 
volu 
me 
of 
peop 
le to 
tes t 
a 
more 
com 
plete 
, 
more 
s tabl 
e 
gam 
e. 
Whe 
n the 
gam 
e 
reac 
hes a 
near 
com 
plete 
s tabl 
e 
bui ld 
I may 
want 
to do 
a 
beta 
tes t. 
A 
beta 
tes t 
woul 
d 
have 
peop 
le 
playi 
ng 
thro 
ugh 
the 
gam 
e
and 
seein 
g i f 
there 
are 
any 
mino 
r 
bugs 
that 
need 
addr 
es sin 
g 
befor 
e the 
com 
plete 
launc 
h. It 
woul 
d 
al so 
be a 
good 
way 
to 
see 
how 
the 
publi 
c 
react 
to 
the 
gam 
e 
and 
how 
they 
feel 
abou 
t 
wher 
e i t 
s tan 
ds . 
Alp 
ha 
The alpha phase of the release life cycl e is the first phase 
to begin software testing. 
http://en.wikipedia.org/wiki/Software_release_life_cycle 
#Alpha 
An 
alpha 
i s the 
fi rs t 
point 
at 
whic 
h I 
woul 
d 
eithe 
http://wccftech.com/leaked-destiny-alpha- 
gameplay-appears-internet/ 
Article link
r 
relea 
se 
the 
gam 
e 
then 
conti 
nue 
upda 
ting 
i t, or 
invi t 
e 
peop 
le to 
perfo 
rm 
an 
alpha 
tes t 
to 
see 
what 
need 
s 
chan 
ging 
(i f 
anyt 
hing) 
and 
i f 
there 
are 
any 
obvi 
ous 
bugs 
Pre- 
Alp 
ha 
Pre-alpha refers to all activities performed during the 
software project before testing. 
http://en.wikipedia.org/wiki/Software_release_life_cycle 
#Pre-alpha 
Pre- 
Alph 
a i s 
whe 
n an 
Alph 
a 
Build 
hasn 
t 
been 
estab 
l i she 
d in a 
gam 
e's 
bui ld 
. 
http://kotaku.com/http-www-youtube-com- 
watch-v-dzmqr-pcbocpre-alpha-gam- 
1540267288 
Article & Video link
Gol 
d 
A game has "Gone Gold" when the final master copy has 
been produced at the developer and sent off for 
repl ication, packaging and shipment. 
http://www.urbandictionary.com/define.php?term=Gone 
%20Gold 
Whe 
n my 
gam 
e has 
been 
com 
plete 
d i t 
can 
be 
anno 
unce 
d as 
havin 
g 
"Gon 
e 
Gold 
" 
Deb 
ug 
Identify and remove errors from computer hardware or 
software. 
http://www.oxforddictionaries.com/us/definition/americ 
an_english/debug 
If the 
soft 
ware 
that 
my 
gam 
e 
uti l iz 
es 
s tops 
work 
ing 
for 
some 
reas 
on, a 
debu 
g 
progr 
am 
wi l l 
be 
need 
ed to 
fix 
the 
probl
em. 
Aut 
om 
atio 
n 
The technique of making an apparatus, a process, or a 
sys tem operate automatically 
http://www.merriam-webs 
ter.com/dictionary/automation 
Im 
not 
sure 
how 
auto 
mati 
on 
work 
s 
withi 
n a 
gam 
e, my 
resea 
rch 
turne 
d up 
no 
relev 
ant 
resul 
ts . 
Whi 
te- 
Box 
Test 
ing 
White-box testing i s verification technique software 
engineers can use to examine if their code works as 
expected. 
http://agile.csc.ncsu.edu/SEMaterials/WhiteBox.pdf 
A 
gam 
e 
may 
be 
want 
ed to 
pass 
thro 
ugh a 
whi t 
e-box 
tes t 
to 
see if 
the 
code 
funct 
ions 
as i t 
i s 
mea 
nt to 
befor 
e 
more 
progr 
ess is 
mad 
e. 
Bug A bug, also referred to as a software bug, is an error or 
flaw in a computer program that may prevent i t from 
working correctly or produces an incorrect or unintended 
result. 
In 
the 
early 
s tage 
http://culturedvultures.com/wp-content/ 
uploads/2014/08/ikfmGW73AeB 
n0.gi f
http://www.metaboli.co.uk/gaming- HYPERLINK 
"http://www.metaboli.co.uk/gaming-dictionary/ 
defnition-of-bug.htm"dictionary/defnition-of-bug. 
htm 
s of 
my 
gam 
e 
there 
wi l l 
be 
bugs 
that 
mus t 
be 
dealt 
with. 
Som 
e 
bugs 
wi l l 
be 
easy 
to 
ident 
i fy 
whils 
t 
other 
s wi ll 
be 
more 
subtl 
e. 
GA 
M 
E 
EN 
GI 
NE 
S 
GA 
M 
E 
Ver 
tex 
Sha 
der 
A programmable function in display adapters that offers a 
graphics application programmer with flexibility in 
rendering an image. 
http://encyclopedia2.thefreedictionary.com/Vertex+shad 
ing 
Vert 
ex 
shadi 
ng i s 
a 
realis 
tic 
shadi 
ng 
s tyle 
that 
may 
be a 
appli 
ed to 
a 
gam 
e 
using 
a 
phot 
o 
realis 
tic 
art 
s tyle 
or a 
gam
EN 
GI 
NE 
S 
e 
that 
adop 
ts a 
realis 
tic 
play 
s tyle 
or 
setti 
ng. 
Pixe 
l 
Sha 
der 
Pixel shading executes various functions affecting how 
pixels on a computer screen will display 
http://www.ehow.com/info_8764308_pixel-shading.html 
Pixel 
shadi 
ng i s 
s impl 
e 
and 
may 
be 
bette 
r for 
a 
devel 
ope r’ 
s first 
gam 
e 
due 
to i ts 
s impl 
ici ty. 
Pos 
t 
Pro 
cess 
ing 
Usually encompasses bloom, blur, and depth-of-field. 
http://www.gamefaqs.com/boards/991142-kingdoms-of-amalur- 
reckoning/61749545 
Pos t 
proc 
es sin 
g 
may 
be 
bene 
ficial 
for 
2.5/3 
D 
shoo 
ters 
s ince 
they 
add a 
realis 
tic 
battl 
e 
quali 
ty to 
a 
gam 
e.
Ren 
deri 
ng 
In 3-D graphic design, rendering is the process of add 
shading, colour and lamination to a 2-D or 3-D wireframe 
in order to create life-like images on a screen. 
http://whatis.techtarget.com/definition/rendering 
A 
gam 
e 
may 
uti l iz 
e 
rend 
ering 
i f 
there 
i s a 
lot of 
3D 
reso 
urces 
to 
creat 
e. 
Nor 
mal 
Ma 
p 
Thes e RGB values translates to x, y, and z coordinates, 
al lowing a 2D image to represent depth. 
http://gamedevelopment.tutsplus.com/articles/gamedev 
-glossary-what-is-a-normal-map--gamedev-3893 
Nor 
mal 
map 
ping 
could 
add a 
high 
er 
level 
of 
quali 
ty to 
a 2D 
gam 
e. 
Enti 
ty 
A dynamic object such as a non-player character or item. 
http://en.wikipedia.org/wiki/Entity 
I wi l l 
need 
entiti 
es in 
my 
gam 
e to 
make 
i t 
inter 
es tin 
g and 
enjo 
yable 
.
UV 
Ma 
p 
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 
UV 
map 
ping 
i s a 
good 
way 
to 
analy 
ze a 
mod 
el 's 
textu 
re 
befor 
e i t 
gets 
wrap 
ped 
to i ts 
3D 
body 
. 
Pro 
ced 
ural 
Tex 
ture 
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, 
grani te, metal, s tone, and others. 
http://en.wikipedia.org/wiki/Procedural_texture 
A 
proc 
edur 
a l 
textu 
re 
wi l l 
make 
i t 
easie 
r to 
give 
a 
detai 
led 
look 
to 
some 
thing 
that 
does 
nt 
need 
alot 
of 
atten 
tion, 
l ike 
grass 
of 
pave 
ment 
s
Phy 
sics 
Computer animation physics or game physics involves the 
introduction of the laws of physics into a simulation or 
game engine. 
http://en.wikipedia.org/wiki/Game_physics 
Phys i 
cs 
make 
gam 
es 
more 
realis 
tic, 
show 
ing 
how 
the 
acts 
the 
playe 
r 
perfo 
rms 
in-gam 
e 
woul 
d 
impa 
ct in 
a 
real 
worl 
d 
s cen 
ario
Coll 
isio 
n 
Col l ision detection is used to detect the contact of objects 
within a game. 
http://relativity.net.au/gaming/java/SimpleCollisionDetec 
tion.html 
Good 
col l is 
ion 
dete 
ction 
wi l l 
make 
a 
gam 
e 
more 
realis 
tic 
and 
fun 
to 
play.
Ligh 
ting 
The rendering of computer graphics s cenes use l ighting. 
http://en.wikipedia.org/wiki/High-dynamic-range_ 
rendering 
Lighti 
ng 
woul 
d 
add a 
deep 
sens 
e of 
imm 
ers io 
n 
and 
realis 
m to 
a 
gam 
e, 
resul 
ting 
in a 
more 
enjo 
yable 
expe 
rienc 
e for 
a 
playe 
r. 
AA 
– 
Anti 
- 
Alia 
sing 
Antialiasing i s a way of smoothing edges. 
http://compreviews.about.com/od/PC-Gaming/a/What-is 
-antialiasing-in-PC-games.htm 
Anti - 
al iasi 
ng i s 
a 
good 
way 
to 
make 
parts 
of a 
gam 
e 
look 
more 
realis 
tic i f 
they 
were 
mad 
e 
with 
a low 
amo 
unt 
of 
pixel 
s .
LoD 
– 
Lev 
el 
of 
Det 
ail 
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. 
http://www.techopedia.com/definition/11791/level-of-deta 
il-lod 
LOD 
in a 
gam 
e will 
make 
i t 
easie 
r to 
rend 
er 
large 
areas 
with 
high 
polyg 
on 
coun 
ts 
beca 
use it 
wont 
al l 
rend 
er at 
the 
high 
es t 
polyg 
on 
coun 
t 
whic 
h 
migh 
t 
resul 
t in a 
drop 
in 
fram 
e 
rate.
Ani 
mat 
ion 
Art and animation in video games refers to how things 
phys ically look. 
http://www.gamecareerguide.com/features/413/game_a 
rt_and_animation_an_introduction.php 
Anim 
ation 
i s 
key 
to 
gam 
es 
beca 
use it 
i s 
what 
the 
gam 
e 
looks 
l ike. 
Spri 
te 
In computer graphics, a sprite i s a two-dimensional image 
or animation that is integrated into a larger s cene. 
http://en.wikipedia.org/wiki/Sprite_(computer_graphics) 
Spri t 
es 
are 
impo 
rtant 
for 
2D 
gam 
es 
beca 
use 
they 
repre 
sent 
char 
acter 
s or 
thing 
s for 
the 
playe 
r to 
inter 
act 
with.
Sce 
ne 
A divi sion of an act presenting continuous action in one 
place. 
http://www.merriam-webster.com/dictionary/scene 
Mul ti 
ple 
s cen 
es 
make 
up a 
col le 
ction 
of 
actio 
ns 
and 
happ 
enin 
gs 
that 
are 
es se 
ntial 
for a 
playe 
r to 
see 
what 
i s 
happ 
enin 
g in a 
gam 
e. 
Libr 
ary 
A l ibrary i s a useful framework to tackle a specific need 
within a game engine. 
http://gamedev.s tackexchange.com/questi HYPERLINK 
"http://gamedev.stackexchange.com/questions/10770/w 
hats -the-difference-between-a-library-and-an-engine" 
ons/10770/whats-the-difference-between-a-l 
ibrary-and-an-engine 
A 
l ibrar 
y wi ll 
make 
creat 
ing 
certa 
in 
thing 
s 
withi 
n a 
gam 
e 
easie 
r 
that 
i f 
there 
wasn 
t a 
l ibrar 
y.
UI The point at which a user or a user department or 
organization interacts with a computer system. 
http://www.answers.com/topic/user-interface 
A UI 
make 
s 
thing 
s l ike 
amm 
uni ti 
on or 
healt 
h 
possi 
ble 
to 
track 
for 
the 
playe 
r 
whils 
t 
they 
play. 
Fra 
mes 
A s ingle step in a sequence of programmed instructions. 
http://www.thefreedictionary.com/frame 
A 
mul ti 
tude 
of 
fram 
es 
make 
up 
an 
even 
t in 
codin 
g 
that 
make 
s 
thing 
s 
happ 
en in 
the 
gam 
e.
Con 
cep 
t 
An idea or invention to help sell or publicize a commodity. 
https ://www.google.co.uk/?gfe_rd=cr HYPERLINK 
"https ://www.google.co.uk/?gfe_rd=cr&ei=Kr4FVOLjJ_HH 
8genvIHABA"& HYPERLINK 
"https ://www.google.co.uk/?gfe_rd=cr&ei=Kr4FVOLjJ_HH 
8genvIHABA"ei=Kr4FVOLjJ_HH8genvIHABA#q=Define%3A 
+concept 
Conc 
epts 
are 
the 
fi rs t 
s tep 
of 
creat 
ing a 
gam 
e. 
Som 
eone 
has 
an 
idea 
whic 
h 
s lowl 
y 
beco 
mes 
a 
col le 
ction 
of 
ideas 
, 
whic 
h are 
al so 
know 
n as 
conc 
epts . 
A 
conc 
ept 
can 
rang 
e 
from 
a 
draw 
ing 
of 
some 
thing 
some 
one 
thou 
ght 
up or 
a line 
of 
dialo 
gue 
wri tt
en 
on a 
piece 
of 
s crap 
pape 
r. 
Eve 
nt 
A thing that happens or takes place, especially one of 
importance. 
https ://www.google.co.uk/?gfe_rd=cr HYPERLINK 
"https ://www.google.co.uk/?gfe_rd=cr&ei=Kr4FVOLjJ_HH 
8genvIHABA"& HYPERLINK 
"https ://www.google.co.uk/?gfe_rd=cr&ei=Kr4FVOLjJ_HH 
8genvIHABA"ei=Kr4FVOLjJ_HH8genvIHABA#q=Define%3A 
+event 
Even 
ts 
are 
impo 
rtant 
for 
gam 
es 
beca 
use it 
takes 
a 
chun 
k of 
gam 
eplay 
that 
woul 
d 
other 
wi s e 
be 
the 
same 
and 
chan 
ges 
some 
thing 
abou 
t i t to 
make 
i t 
more 
exci ti 
ng.
Pat 
hfin 
din 
g 
Pathfinding in the context of video games concerns the 
way in which a moving entity finds a path around an 
obs tacle 
http://en.wikipedia.org/wiki/Pathfinding#In_video_game 
s 
Pathf 
indin 
g i s a 
piece 
of 
codin 
g 
that 
dicta 
tes 
wher 
e an 
NPC 
may 
walk 
arou 
nd. 
Strin 
gs of 
pathf 
indin 
g 
make 
i t 
possi 
vle 
for 
NPCs 
to 
walk 
long 
or 
short 
di s ta 
nces .

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Game Engine Terminology

  • 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. Na me : Jos hu a Rid ett RESEARCHED DEFINITION (provide short internet researched definition and URL link) DES CRIB E THE RELE VAN CE OF THE RESE ARC HED TER M TO YOU R OW N PRO DUC TIO N PRA CTIC E? IMAGE SUPPORT (Provide an image and/or video link of said term being used in a game)
  • 2. VI DE O GA M ES / VI DE O GA M E TE STI NG De mo A demonstration of a product or technique. https ://www.google.co.uk/search?q=definition%3A+dem o HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF-8"& HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF- 8"oq=definition%3A+demo HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF-8"& HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF- 8"aqs=chrome..69i57j69i58.11208j0j7 HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF-8"& HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF- 8"sourceid=chrome HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF-8"& HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF- 8"es_sm=93 HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF-8"& HYPERLINK "https ://www.google.co.uk/search?q=definition%3A+de mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58. 11208j0j7&sourceid=chrome&es_sm=93&ie=UTF- 8"ie=UTF-8 Whe n a gam e I am maki ng near s com pleti on I may des ir e for i t to be tes te d or show n to the publi c. A dem o of the gam e woul d be the easie s t way to acco mplis h thi s .
  • 3. Bet a Beta is usually a trial version of a game for a company. Beta s are usually experimental and often have problems w/ them. https ://uk.answers.yahoo.com/question/index?qid=2008 1019143302AAIBseY After an alpha tes t I may want a large r volu me of peop le to tes t a more com plete , more s tabl e gam e. Whe n the gam e reac hes a near com plete s tabl e bui ld I may want to do a beta tes t. A beta tes t woul d have peop le playi ng thro ugh the gam e
  • 4. and seein g i f there are any mino r bugs that need addr es sin g befor e the com plete launc h. It woul d al so be a good way to see how the publi c react to the gam e and how they feel abou t wher e i t s tan ds . Alp ha The alpha phase of the release life cycl e is the first phase to begin software testing. http://en.wikipedia.org/wiki/Software_release_life_cycle #Alpha An alpha i s the fi rs t point at whic h I woul d eithe http://wccftech.com/leaked-destiny-alpha- gameplay-appears-internet/ Article link
  • 5. r relea se the gam e then conti nue upda ting i t, or invi t e peop le to perfo rm an alpha tes t to see what need s chan ging (i f anyt hing) and i f there are any obvi ous bugs Pre- Alp ha Pre-alpha refers to all activities performed during the software project before testing. http://en.wikipedia.org/wiki/Software_release_life_cycle #Pre-alpha Pre- Alph a i s whe n an Alph a Build hasn t been estab l i she d in a gam e's bui ld . http://kotaku.com/http-www-youtube-com- watch-v-dzmqr-pcbocpre-alpha-gam- 1540267288 Article & Video link
  • 6. Gol d A game has "Gone Gold" when the final master copy has been produced at the developer and sent off for repl ication, packaging and shipment. http://www.urbandictionary.com/define.php?term=Gone %20Gold Whe n my gam e has been com plete d i t can be anno unce d as havin g "Gon e Gold " Deb ug Identify and remove errors from computer hardware or software. http://www.oxforddictionaries.com/us/definition/americ an_english/debug If the soft ware that my gam e uti l iz es s tops work ing for some reas on, a debu g progr am wi l l be need ed to fix the probl
  • 7. em. Aut om atio n The technique of making an apparatus, a process, or a sys tem operate automatically http://www.merriam-webs ter.com/dictionary/automation Im not sure how auto mati on work s withi n a gam e, my resea rch turne d up no relev ant resul ts . Whi te- Box Test ing White-box testing i s verification technique software engineers can use to examine if their code works as expected. http://agile.csc.ncsu.edu/SEMaterials/WhiteBox.pdf A gam e may be want ed to pass thro ugh a whi t e-box tes t to see if the code funct ions as i t i s mea nt to befor e more progr ess is mad e. Bug A bug, also referred to as a software bug, is an error or flaw in a computer program that may prevent i t from working correctly or produces an incorrect or unintended result. In the early s tage http://culturedvultures.com/wp-content/ uploads/2014/08/ikfmGW73AeB n0.gi f
  • 8. http://www.metaboli.co.uk/gaming- HYPERLINK "http://www.metaboli.co.uk/gaming-dictionary/ defnition-of-bug.htm"dictionary/defnition-of-bug. htm s of my gam e there wi l l be bugs that mus t be dealt with. Som e bugs wi l l be easy to ident i fy whils t other s wi ll be more subtl e. GA M E EN GI NE S GA M E Ver tex Sha der A programmable function in display adapters that offers a graphics application programmer with flexibility in rendering an image. http://encyclopedia2.thefreedictionary.com/Vertex+shad ing Vert ex shadi ng i s a realis tic shadi ng s tyle that may be a appli ed to a gam e using a phot o realis tic art s tyle or a gam
  • 9. EN GI NE S e that adop ts a realis tic play s tyle or setti ng. Pixe l Sha der Pixel shading executes various functions affecting how pixels on a computer screen will display http://www.ehow.com/info_8764308_pixel-shading.html Pixel shadi ng i s s impl e and may be bette r for a devel ope r’ s first gam e due to i ts s impl ici ty. Pos t Pro cess ing Usually encompasses bloom, blur, and depth-of-field. http://www.gamefaqs.com/boards/991142-kingdoms-of-amalur- reckoning/61749545 Pos t proc es sin g may be bene ficial for 2.5/3 D shoo ters s ince they add a realis tic battl e quali ty to a gam e.
  • 10. Ren deri ng In 3-D graphic design, rendering is the process of add shading, colour and lamination to a 2-D or 3-D wireframe in order to create life-like images on a screen. http://whatis.techtarget.com/definition/rendering A gam e may uti l iz e rend ering i f there i s a lot of 3D reso urces to creat e. Nor mal Ma p Thes e RGB values translates to x, y, and z coordinates, al lowing a 2D image to represent depth. http://gamedevelopment.tutsplus.com/articles/gamedev -glossary-what-is-a-normal-map--gamedev-3893 Nor mal map ping could add a high er level of quali ty to a 2D gam e. Enti ty A dynamic object such as a non-player character or item. http://en.wikipedia.org/wiki/Entity I wi l l need entiti es in my gam e to make i t inter es tin g and enjo yable .
  • 11. UV Ma p 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 UV map ping i s a good way to analy ze a mod el 's textu re befor e i t gets wrap ped to i ts 3D body . Pro ced ural Tex ture 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, grani te, metal, s tone, and others. http://en.wikipedia.org/wiki/Procedural_texture A proc edur a l textu re wi l l make i t easie r to give a detai led look to some thing that does nt need alot of atten tion, l ike grass of pave ment s
  • 12. Phy sics Computer animation physics or game physics involves the introduction of the laws of physics into a simulation or game engine. http://en.wikipedia.org/wiki/Game_physics Phys i cs make gam es more realis tic, show ing how the acts the playe r perfo rms in-gam e woul d impa ct in a real worl d s cen ario
  • 13. Coll isio n Col l ision detection is used to detect the contact of objects within a game. http://relativity.net.au/gaming/java/SimpleCollisionDetec tion.html Good col l is ion dete ction wi l l make a gam e more realis tic and fun to play.
  • 14. Ligh ting The rendering of computer graphics s cenes use l ighting. http://en.wikipedia.org/wiki/High-dynamic-range_ rendering Lighti ng woul d add a deep sens e of imm ers io n and realis m to a gam e, resul ting in a more enjo yable expe rienc e for a playe r. AA – Anti - Alia sing Antialiasing i s a way of smoothing edges. http://compreviews.about.com/od/PC-Gaming/a/What-is -antialiasing-in-PC-games.htm Anti - al iasi ng i s a good way to make parts of a gam e look more realis tic i f they were mad e with a low amo unt of pixel s .
  • 15. LoD – Lev el of Det ail 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. http://www.techopedia.com/definition/11791/level-of-deta il-lod LOD in a gam e will make i t easie r to rend er large areas with high polyg on coun ts beca use it wont al l rend er at the high es t polyg on coun t whic h migh t resul t in a drop in fram e rate.
  • 16. Ani mat ion Art and animation in video games refers to how things phys ically look. http://www.gamecareerguide.com/features/413/game_a rt_and_animation_an_introduction.php Anim ation i s key to gam es beca use it i s what the gam e looks l ike. Spri te In computer graphics, a sprite i s a two-dimensional image or animation that is integrated into a larger s cene. http://en.wikipedia.org/wiki/Sprite_(computer_graphics) Spri t es are impo rtant for 2D gam es beca use they repre sent char acter s or thing s for the playe r to inter act with.
  • 17. Sce ne A divi sion of an act presenting continuous action in one place. http://www.merriam-webster.com/dictionary/scene Mul ti ple s cen es make up a col le ction of actio ns and happ enin gs that are es se ntial for a playe r to see what i s happ enin g in a gam e. Libr ary A l ibrary i s a useful framework to tackle a specific need within a game engine. http://gamedev.s tackexchange.com/questi HYPERLINK "http://gamedev.stackexchange.com/questions/10770/w hats -the-difference-between-a-library-and-an-engine" ons/10770/whats-the-difference-between-a-l ibrary-and-an-engine A l ibrar y wi ll make creat ing certa in thing s withi n a gam e easie r that i f there wasn t a l ibrar y.
  • 18. UI The point at which a user or a user department or organization interacts with a computer system. http://www.answers.com/topic/user-interface A UI make s thing s l ike amm uni ti on or healt h possi ble to track for the playe r whils t they play. Fra mes A s ingle step in a sequence of programmed instructions. http://www.thefreedictionary.com/frame A mul ti tude of fram es make up an even t in codin g that make s thing s happ en in the gam e.
  • 19. Con cep t An idea or invention to help sell or publicize a commodity. https ://www.google.co.uk/?gfe_rd=cr HYPERLINK "https ://www.google.co.uk/?gfe_rd=cr&ei=Kr4FVOLjJ_HH 8genvIHABA"& HYPERLINK "https ://www.google.co.uk/?gfe_rd=cr&ei=Kr4FVOLjJ_HH 8genvIHABA"ei=Kr4FVOLjJ_HH8genvIHABA#q=Define%3A +concept Conc epts are the fi rs t s tep of creat ing a gam e. Som eone has an idea whic h s lowl y beco mes a col le ction of ideas , whic h are al so know n as conc epts . A conc ept can rang e from a draw ing of some thing some one thou ght up or a line of dialo gue wri tt
  • 20. en on a piece of s crap pape r. Eve nt A thing that happens or takes place, especially one of importance. https ://www.google.co.uk/?gfe_rd=cr HYPERLINK "https ://www.google.co.uk/?gfe_rd=cr&ei=Kr4FVOLjJ_HH 8genvIHABA"& HYPERLINK "https ://www.google.co.uk/?gfe_rd=cr&ei=Kr4FVOLjJ_HH 8genvIHABA"ei=Kr4FVOLjJ_HH8genvIHABA#q=Define%3A +event Even ts are impo rtant for gam es beca use it takes a chun k of gam eplay that woul d other wi s e be the same and chan ges some thing abou t i t to make i t more exci ti ng.
  • 21. Pat hfin din g Pathfinding in the context of video games concerns the way in which a moving entity finds a path around an obs tacle http://en.wikipedia.org/wiki/Pathfinding#In_video_game s Pathf indin g i s a piece of codin g that dicta tes wher e an NPC may walk arou nd. Strin gs of pathf indin g make i t possi vle for NPCs to walk long or short di s ta nces .