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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: 
Stuart 
Preston 
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 
This allows our customers 
to play the game so that 
it proves the worth of the 
game proves their money 
as a consumer this is very 
important because if this 
is not here most would 
not mind but quite a few 
people would not 
consider buying this 
product if it did not have 
a demo
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
Beta Computers. A quality-control technique in which hardware or software is 
subjected to trial in the environment for which it was designed, usually 
after debugging by the manufacturer and immediately prior to marketing. 
http://dictionary.reference.com/browse/beta+test 
It is a label given to 
games which are not 
finished but in a playable 
development phase so 
you can catalogue your 
different versions under 
even more category’s so 
you find your latest 
version more easily 
Alpha An early test of new or updated software or hardware conducted by the 
developers or manufacturers prior to beta-testing by potential users. 
http://dictionary.reference.com/browse/alpha%20test 
It is also a label giving to 
games which describes a 
functional game first 
stage because pre alpha 
is normally the 
dysfunctional stage 
where it is just being 
created and then alpha 
becomes the first stage 
where they can test a 
stable version of the 
actual gameplay 
Pre-Alpha A development status given to a program or application that is usually not 
feature complete, and is not usually released to the public. Developers are 
usually still deciding on what features the program should have at this 
status. This status comes before the alpha version, and is the first status 
given to a program. 
http://en.wiktionary.org/wiki/pre-alpha_version 
Its normally the stage 
where the game has 
come of out of the design 
stage and is actually 
being made and this is 
where all the first 
creations of the game are 
made and how all the 
features planned balance 
out and actually work out 
and in envisioned in the 
game 
Gold
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
Debug Debugging is the routine process of locating and removing computer 
program bugs, errors or abnormalities, which is methodically handled by 
software programmers via debugging tools. Debugging checks, detects and 
corrects errors or bugs to allow proper program operation according to set 
specifications. Also known as debug. 
http://www.techopedia.com/definition/16373/debugging 
Debugging allows you to 
refine your game into the 
smoothest experience 
you want it to be and 
possibly find game 
breaking bugs which will 
seriously hinder selling of 
the product 
Automation automatically controlled operation of an apparatus, process, or system by 
mechanical or electronic devices that take the place of human labour 
http://www.merriam-webster.com/dictionary/automation 
This allows the 
production to be 
streamlined always and 
its good if you need 
something to be running 
always 
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. Unlike 
black box testing, white box testing uses specific knowledge of 
programming code to examine outputs. The test is accurate only if the 
tester knows what the program is supposed to do. He or she can then see 
if the program diverges from its intended goal. White box testing does not 
account for errors caused by omission, and all visible code must also be 
readable. 
http://www.webopedia.com/TERM/W/White_Box_Testing.html 
This allows you to break 
the game to see how it 
responds so if certain 
problems only happen if 
you mess around with the 
internal game instead of 
inside the game 
simulation and then you 
fix the game so it can run 
more smoothly or fix
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
certain objects and 
entities in the game 
Bug A software bug is an error, flaw, mistake, failure, or fault in a computer 
program that prevents it from behaving as intended (e.g., producing an 
incorrect or unexpected result). Most bugs arise from mistakes and errors 
made by people in either a program's source code or its design, and a few 
are caused by compilers producing incorrect code Almost the same... It is 
generally used like this is a bug that is something that a player can abuse 
to improve his in-game resources, or make a game easier and simpler to 
him 
http://www.answers.com/Q/What_is_the_difference_between_bug_and_ 
glitch 
A bug is an unwanted 
error created in the game 
due a mistake or failure 
within the system or a 
fault with the coding 
itself and these bugs 
need to be ironed out so 
that you can create a 
pleasant game 
experience in your game 
and make it run as 
smooth as possible and 
most enjoyment for the 
consumer 
GAME 
ENGINES 
Vertex 
Shader 
A programmable function in display adapters that offers graphics 
application programmer flexibility in rendering an image. The vertex 
Shader is used to transform the attributes of vertices (points of a triangle) 
such as colour, texture, position and direction from the original colour 
space to the display space. It allows the original objects to be distorted or 
reshaped in any manner. 
http://www.pcmag.com/encyclopedia/term/53754/vertex-shader 
This allows for us to be 
flexible in the way that 
we render our images 
and how it done 
afterwards and add 
effects to the image that 
just would cause the 
game unneeded 
performances hits if it 
was hardcoded into the 
game
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 
Pixel 
Shader 
Pixel shaders are tiny programs that can do operations on a single pixel on 
the screen, as opposed to geometry shaders and vertex shaders which 
work on the geometrical primitives (triangles) that make up everything 
you see on the screen. The most common use for pixel shaders is 
'shading', approximation to real world lighting. Commonly used shading 
model is Phong. 
Pixel shaders are executed on your video card, so your video card needs to 
support them. Each new version provides more capabilities, so an older 
video card will not run newer shaders. A new version of the pixel Shader 
specification (e.g. Pixel Shader 3.0) is usually released for each new version 
of DirectX (more accurately, Direct3D). 
http://gaming.stackexchange.com/questions/22286/what-is-a-pixel-shader 
When you need to create 
shading to make a game 
look up to standard with 
the industry these days 
and games these days 
have tons of shading 
went it comes to the 
outdoor part of games 
when you got to make it 
look natural outdoors in 
their games and that is 
what shaders are mainly 
used for 
Post 
Processing 
The term post-processing (or post process for short) is used in the 
video/film 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 software and 
transcoding software. It is also commonly used in real-time 3D rendering 
(such as in video games) to add additional effects 
http://en.wikipedia.org/wiki/Video_post-processing 
This allows us to process 
the image into a higher 
image quality and adjust 
the image to add may not 
have been in the original 
image when it was taken 
and post processing 
allows you to add this
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
6 
Rendering Rendering is the process of generating an image from a model by means of 
computer software. Rendering is used in architecture, simulators, video 
games, movies and television visual effects and design visualization. 
Rendering, the last step in an animation process, gives the final 
appearance to the models and animation with visual effects such as 
shading, texture-mapping, shadows, reflections and motion blurs. 
Autodesk develops industry-specific software with rendering capabilities. 
Many rendering programs by Autodesk can be processed and output to a 
digital image or raster graphics image file. 
http://usa.autodesk.com/adsk/servlet/item?id=17940930&siteID=123112 
Rendering Is generating 
the image that has been 
created by the design 
team and is now being 
put into this game and 
rendering allows you to 
do this with such 
customisability for the 
final product 
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 without using 
more polygons. A common use of this technique is to greatly enhance the 
appearance and details of a low polygon model by generating a normal 
map from a high polygon model or height map. 
Normal maps are commonly stored as regular RGB images where the RGB 
components correspond to the X, Y, and Z coordinates, respectively, of the 
surface normal. 
http://en.wikipedia.org/wiki/Normal_mapping 
This is way to create 
more realistic impacts of 
bumps and dents by 
using lighting and 
enhancement and greatly 
enhances the details of 
the game objects by 
creating as it called a map
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
7 
Entity An entity is something that exists in itself, actually or hypothetically. It 
need not be of material existence. In particular, abstractions and legal 
fictions are usually regarded as entities. In general, there is also no 
presumption that an entity is animate. 
Sometimes, the word entity is used in a general sense of a being, whether 
or not the referent has material existence, e.g., is often referred to as an 
entity with no corporeal form (non-physical entity), such as a language. It 
is also often used to refer to ghosts and other spirits. 
The word entitative is the adjective form of the noun entity. Something 
that is entitative is "considered as pure entity; abstracted from all 
circumstances", that is, regarded as entity alone, apart from attendant 
circumstances 
http://en.wikipedia.org/wiki/Entity 
An entity is what going to 
make up most of the 
games content because 
say you pick up a gun 
which is an entity if entity 
was not there everything 
would not be interactive 
it would set movie set in 
a game 
UV Map This process projects a texture map onto a 3D object. The letters "U" and 
"V" denote the axes of the 2D texture [note 1] because "X", "Y" and "Z" are 
already used to denote the axes of the 3D object in model space. 
UV texturing permits polygons that make up a 3D object to be painted 
with colour from an image. The image is called a UV texture map, [1] but 
it's just an ordinary image. The UV mapping process involves assigning 
pixels in the image to surface mappings on the polygon, usually done by 
"programmatically" copying a triangle shaped piece of the image map and 
pasting it onto a triangle on the object. [2] UV is the alternative to XY, it 
only maps into a texture space rather than into the geometric space of the 
object. But the rendering computation uses the UV texture coordinates to 
determine how to paint the three-dimensional surface. 
http://en.wikipedia.org/wiki/UV_mapping 
The uv map is 
programming colours or 
textures onto a 3d object 
and used to take certain 
colour made by other 
people their images and 
then assign that to your 
texture
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 
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. Usually, the 
natural look of the rendered result is achieved by the usage of fractal noise 
and turbulence functions. These functions are used as a numerical 
representation of the “randomness” found in nature 
http://en.wikipedia.org/wiki/Procedural_texture 
This is a computer 
generated image which 
creates realistic 
Representation of natural 
elements even in the 
smaller parts of the 
model since it is 
computer generated 
environment and it saves 
the time of the actual 
workforce to work on 
something else 
Physics Computer animation physics or game physics involves the introduction of 
the laws of physics into a simulation or game engine, particularly in 3D 
computer graphics, for the purpose of making the effects appear more 
real to the observer. Typically, simulation physics is only a close 
approximation to real physics, and computation is performed using 
discrete values. 
There are several elements that form components of simulation physics 
including the physics engine, program code that is used to simulate 
Newtonian physics within the environment, and collision detection, used 
to solve the problem of determining when any two or more physical 
objects in the environment cross each other's path. 
http://en.wikipedia.org/wiki/Game_physics 
A way to introduce real 
life physics in games 
mainly used in simulators 
because they need to be 
very realistic in how you 
go about doing the games 
physics and how you deal 
with what will happen 
with the entity the player 
is controlling
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. While the topic is most 
often associated with its use in video games and other physical 
simulations, it also has applications in robotics. In addition to determining 
whether two objects have collided, collision detection systems may also 
calculate time of impact (TOI), and report a contact manifold (the set of 
intersecting points).[1] Collision response deals with simulating what 
happens when a collision is detected (see physics engine, ragdoll physics). 
Solving collision detection problems requires extensive use of concepts 
from linear algebra and computational geometry. 
http://en.wikipedia.org/wiki/Collision_detection 
Collison also referred to 
as hit boxes I used mainly 
for fps games to entity 
the bullet and the players 
connect in the right way if 
they connect off body or 
after they hit especially 
are game breaking 
Lighting Introducing lighting into your game is potentially a step towards realism. In 
OpenGL you can introduce multiple light sources that are either static or 
dynamic. You have a large amount of control over the characteristics of 
the light sources at the expense of speed. It is important to realise that a 
scene can still have the effects of lighting without a light source. More 
about this at a later stage. 
http://relativity.net.au/gaming/java/Lighting.html 
Lighting I used in almost 
all games they can be 
used to create more 
realistic environments 
and more graphically 
intense games that want 
to create the next 
benchmark 
AA – Anti- 
Aliasing 
Antialiasing is a way of smoothing edges. Computer monitors display 
pixels, but real objects have curves and lines. In order to display these on a 
computer monitor, the edge is often jagged. Antialiasing helps reduce the 
problem by slightly blurring edges to the point where jagged lines don't 
show easily or at all. 
http://compreviews.about.com/od/PC-Gaming/a/What-is-antialiasing-in- 
PC-games.htm 
Anti-aliasing is way to 
smooth edges and 
blurring edges so that 
certain parts of objects so 
that it tricks the 
consumer into believing 
it’s a more detailed then 
it is
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
10 
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. Given the power of modern processors, very 
little degradation in the level of detail is noticeable anymore. 
http://www.techopedia.com/definition/11791/level-of-detail-lod 
Level of detail is used in 
to determine the fact 
what graphic quality it is 
in the game and the 
higher level of detail is 
used the higher 
performance Is used by 
the computer playing it 
Animation Computer animation, or CGI animation, is the process used for generating 
animated images by using computer graphics. The more general term 
computer-generated imagery encompasses both static scenes and 
dynamic images while computer animation only refers to moving images. 
Modern computer animation usually uses 3D computer graphics, although 
2D computer graphics are still used for stylistic, low bandwidth, and faster 
real-time renderings. Sometimes, the target of the animation is the 
computer itself, but sometimes the target is another medium, such as film. 
Computer animation is essentially a digital successor to the stop motion 
techniques used in traditional animation with 3D models and frame-by-frame 
animation of 2D illustrations. Computer-generated animations are 
more controllable than other more physically based processes, such as 
constructing miniatures for effects shots or hiring extras for crowd scenes, 
and because it allows the creation of images that would not be feasible 
using any other technology. It can also allow a single graphic artist to 
produce such content without the use of actors, expensive set pieces, or 
props. 
http://en.wikipedia.org/wiki/Computer_animation 
Animation is a way to 
move still objects created 
in a computer design 
software it always used in 
game to move the 
character which has been 
created by a design team 
and it always put in 
games and is needed for 
a successful creation of a 
game
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 computer graphics, a sprite (also known by other names; see Synonyms 
below) is a two-dimensional image or animation that is integrated into a 
larger scene. Initially including just graphical objects handled separately 
from the memory bitmap of a video display, this now includes various 
manners of graphical overlays. Originally, sprites were a method of 
integrating unrelated bitmaps so that they appeared to be part of the 
normal bitmap on a screen, such as creating an animated character that 
can be moved on a screen without altering the data defining the overall 
screen. Such sprites can be created by either electronic circuitry or 
software. In circuitry, a hardware sprite is a hardware construct that 
employs custom DMA channels to integrate visual elements with the main 
screen in that it super-imposes two discrete video sources. Software can 
simulate this through specialized rendering methods. 
More recently, CSS sprites are used in web design as a way to improve 
performance by combining numerous small images or icons into a larger 
image called a sprite sheet or tile set, and selecting which icon to show on 
the rendered page using Cascading Style Sheets. As three-dimensional 
graphics became more prevalent, sprites came to include flat images 
seamlessly integrated into complicated three-dimensional scenes. 
http://en.wikipedia.org/wiki/Sprite_(computer_graphics) 
A sprite is a 2d object 
which is an old school 
characters onto games 
but it is still used in 
games today mainly to 
create indies game and 
wait to create a small 
budget game where the 
graphics and be easily 
done by small number of 
people instead of 3d 
animating entire 
characters 
Scene A cut scene is a short cinematic clip in a video game to describe a 
circumstance the character is involved in, also used for entertainment 
purposes or no real purpose at all. Girls enjoy cut scenes because they are 
visually stimulating and help to explain the plot of the game. Guys usually 
prefer to skip cut scenes even though they can contain useful hints and 
tips towards completing levels and earning special achievements 
http://www.urbandictionary.com/define.php?term=cut%20scene 
A scene is a more of cut 
scene is normally used to 
create plot points within 
a game and create 
tension and excitement 
with plot twist and 
realisations of certain 
characters in the game
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
12 
Library A game engine is made up of class libraries. They do not stop being class 
libraries simply because they are within a game engine. A library is a useful 
framework to tackle a specific need within a game engine. A framework 
that entails the needs for a complete game is a game engine. 
http://gamedev.stackexchange.com/questions/10770/whats-the-difference- 
between-a-library-and-an-engine 
Libraries are what game 
engines are made up of 
they help specify 
something within the 
game engine and they 
construct the framework 
needed to complete the 
engine itself 
UI The user interface, in the industrial design field of human–machine 
interaction, is the space where interactions between humans and 
machines occur. The goal of this interaction is effective operation and 
control of the machine on the user's end, and feedback from the machine, 
which aids the operator in making operational decisions. Examples of this 
broad concept of user interfaces include the interactive aspects of 
computer operating systems, hand tools, heavy machinery operator 
controls, and process controls. The design considerations applicable when 
creating user interfaces are related to or involve such disciplines as 
ergonomics and psychology. Generally, the goal of human-machine 
interaction engineering is to produce a user interface which makes it easy 
self-exploratory efficient and enjoyable user friendly to operate a machine 
in the way which produces the desired result. This generally means that 
the operator needs to provide minimal input to achieve the desired 
output, and also that the machine minimizes undesired outputs to the 
human. 
http://en.wikipedia.org/wiki/User_interface 
A user interface is what 
you need to have to make 
the user understand what 
the game mechanics in 
the game and how to 
understand the situation 
in the game and 
effectively beat the 
situation you have 
handed them in your 
game
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
13 
Frames A graphic panel in a display window, especially in a web browser, which 
encloses a self-contained section of data and permits multiple 
independent document viewing. 
https://www.google.co.uk/?gws_rd=ssl#safe=off&q=define+Frames 
Frames are what 
designed by the studio 
one by one mostly 
repeated because there is 
normally hours’ worth of 
content in a game 
Concept A general idea derived or inferred from specific instances or occurrences. 
Something formed in the mind; a thought or notion. See Synonyms at 
idea. 
A scheme; a plan 
http://www.thefreedictionary.com/concept 
An idea a company has 
thought up and now need 
to push it up the chain to 
see if management will 
accept this idea and then 
start work on the title 
Event Something that happens or is regarded as happening; an occurrence, 
especially one of some importance. the outcome, issue, or result of 
anything 
http://dictionary.reference.com/browse/event 
Event is normally a quick 
time event I normally 
used to create interactive 
cut scenes so you can be 
part of every part of the 
game 
Path finding Path finding or pathing is the plotting, by a computer application, of the 
shortest route between two points. It is a more practical variant on solving 
mazes. This field of research is based heavily on Dijkstra's algorithm for 
finding the shortest path on a weighted graph. 
https://www.google.co.uk/?gws_rd=ssl#safe=off&q=Define+Path+finding 
Path finding is for the ai 
used in the game since it 
is not player controlled 
there movement need to 
be an ai controlling the 
movement too so path 
finding allows you to 
create paths the ai 
teammates will use in 
different situations

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Engine Terms

  • 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: Stuart Preston 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 This allows our customers to play the game so that it proves the worth of the game proves their money as a consumer this is very important because if this is not here most would not mind but quite a few people would not consider buying this product if it did not have a demo
  • 2. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 2 Beta Computers. A quality-control technique in which hardware or software is subjected to trial in the environment for which it was designed, usually after debugging by the manufacturer and immediately prior to marketing. http://dictionary.reference.com/browse/beta+test It is a label given to games which are not finished but in a playable development phase so you can catalogue your different versions under even more category’s so you find your latest version more easily Alpha An early test of new or updated software or hardware conducted by the developers or manufacturers prior to beta-testing by potential users. http://dictionary.reference.com/browse/alpha%20test It is also a label giving to games which describes a functional game first stage because pre alpha is normally the dysfunctional stage where it is just being created and then alpha becomes the first stage where they can test a stable version of the actual gameplay Pre-Alpha A development status given to a program or application that is usually not feature complete, and is not usually released to the public. Developers are usually still deciding on what features the program should have at this status. This status comes before the alpha version, and is the first status given to a program. http://en.wiktionary.org/wiki/pre-alpha_version Its normally the stage where the game has come of out of the design stage and is actually being made and this is where all the first creations of the game are made and how all the features planned balance out and actually work out and in envisioned in the game Gold
  • 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 Debugging is the routine process of locating and removing computer program bugs, errors or abnormalities, which is methodically handled by software programmers via debugging tools. Debugging checks, detects and corrects errors or bugs to allow proper program operation according to set specifications. Also known as debug. http://www.techopedia.com/definition/16373/debugging Debugging allows you to refine your game into the smoothest experience you want it to be and possibly find game breaking bugs which will seriously hinder selling of the product Automation automatically controlled operation of an apparatus, process, or system by mechanical or electronic devices that take the place of human labour http://www.merriam-webster.com/dictionary/automation This allows the production to be streamlined always and its good if you need something to be running always 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. Unlike black box testing, white box testing uses specific knowledge of programming code to examine outputs. The test is accurate only if the tester knows what the program is supposed to do. He or she can then see if the program diverges from its intended goal. White box testing does not account for errors caused by omission, and all visible code must also be readable. http://www.webopedia.com/TERM/W/White_Box_Testing.html This allows you to break the game to see how it responds so if certain problems only happen if you mess around with the internal game instead of inside the game simulation and then you fix the game so it can run more smoothly or fix
  • 4. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 4 certain objects and entities in the game Bug A software bug is an error, flaw, mistake, failure, or fault in a computer program that prevents it from behaving as intended (e.g., producing an incorrect or unexpected result). Most bugs arise from mistakes and errors made by people in either a program's source code or its design, and a few are caused by compilers producing incorrect code Almost the same... It is generally used like this is a bug that is something that a player can abuse to improve his in-game resources, or make a game easier and simpler to him http://www.answers.com/Q/What_is_the_difference_between_bug_and_ glitch A bug is an unwanted error created in the game due a mistake or failure within the system or a fault with the coding itself and these bugs need to be ironed out so that you can create a pleasant game experience in your game and make it run as smooth as possible and most enjoyment for the consumer GAME ENGINES Vertex Shader A programmable function in display adapters that offers graphics application programmer flexibility in rendering an image. The vertex Shader is used to transform the attributes of vertices (points of a triangle) such as colour, texture, position and direction from the original colour space to the display space. It allows the original objects to be distorted or reshaped in any manner. http://www.pcmag.com/encyclopedia/term/53754/vertex-shader This allows for us to be flexible in the way that we render our images and how it done afterwards and add effects to the image that just would cause the game unneeded performances hits if it was hardcoded into the game
  • 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 Pixel Shader Pixel shaders are tiny programs that can do operations on a single pixel on the screen, as opposed to geometry shaders and vertex shaders which work on the geometrical primitives (triangles) that make up everything you see on the screen. The most common use for pixel shaders is 'shading', approximation to real world lighting. Commonly used shading model is Phong. Pixel shaders are executed on your video card, so your video card needs to support them. Each new version provides more capabilities, so an older video card will not run newer shaders. A new version of the pixel Shader specification (e.g. Pixel Shader 3.0) is usually released for each new version of DirectX (more accurately, Direct3D). http://gaming.stackexchange.com/questions/22286/what-is-a-pixel-shader When you need to create shading to make a game look up to standard with the industry these days and games these days have tons of shading went it comes to the outdoor part of games when you got to make it look natural outdoors in their games and that is what shaders are mainly used for Post Processing The term post-processing (or post process for short) is used in the video/film 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 software and transcoding software. It is also commonly used in real-time 3D rendering (such as in video games) to add additional effects http://en.wikipedia.org/wiki/Video_post-processing This allows us to process the image into a higher image quality and adjust the image to add may not have been in the original image when it was taken and post processing allows you to add this
  • 6. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 6 Rendering Rendering is the process of generating an image from a model by means of computer software. Rendering is used in architecture, simulators, video games, movies and television visual effects and design visualization. Rendering, the last step in an animation process, gives the final appearance to the models and animation with visual effects such as shading, texture-mapping, shadows, reflections and motion blurs. Autodesk develops industry-specific software with rendering capabilities. Many rendering programs by Autodesk can be processed and output to a digital image or raster graphics image file. http://usa.autodesk.com/adsk/servlet/item?id=17940930&siteID=123112 Rendering Is generating the image that has been created by the design team and is now being put into this game and rendering allows you to do this with such customisability for the final product 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 without using more polygons. A common use of this technique is to greatly enhance the appearance and details of a low polygon model by generating a normal map from a high polygon model or height map. Normal maps are commonly stored as regular RGB images where the RGB components correspond to the X, Y, and Z coordinates, respectively, of the surface normal. http://en.wikipedia.org/wiki/Normal_mapping This is way to create more realistic impacts of bumps and dents by using lighting and enhancement and greatly enhances the details of the game objects by creating as it called a map
  • 7. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 7 Entity An entity is something that exists in itself, actually or hypothetically. It need not be of material existence. In particular, abstractions and legal fictions are usually regarded as entities. In general, there is also no presumption that an entity is animate. Sometimes, the word entity is used in a general sense of a being, whether or not the referent has material existence, e.g., is often referred to as an entity with no corporeal form (non-physical entity), such as a language. It is also often used to refer to ghosts and other spirits. The word entitative is the adjective form of the noun entity. Something that is entitative is "considered as pure entity; abstracted from all circumstances", that is, regarded as entity alone, apart from attendant circumstances http://en.wikipedia.org/wiki/Entity An entity is what going to make up most of the games content because say you pick up a gun which is an entity if entity was not there everything would not be interactive it would set movie set in a game UV Map This process projects a texture map onto a 3D object. The letters "U" and "V" denote the axes of the 2D texture [note 1] because "X", "Y" and "Z" are already used to denote the axes of the 3D object in model space. UV texturing permits polygons that make up a 3D object to be painted with colour from an image. The image is called a UV texture map, [1] but it's just an ordinary image. The UV mapping process involves assigning pixels in the image to surface mappings on the polygon, usually done by "programmatically" copying a triangle shaped piece of the image map and pasting it onto a triangle on the object. [2] UV is the alternative to XY, it only maps into a texture space rather than into the geometric space of the object. But the rendering computation uses the UV texture coordinates to determine how to paint the three-dimensional surface. http://en.wikipedia.org/wiki/UV_mapping The uv map is programming colours or textures onto a 3d object and used to take certain colour made by other people their images and then assign that to your texture
  • 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 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. Usually, the natural look of the rendered result is achieved by the usage of fractal noise and turbulence functions. These functions are used as a numerical representation of the “randomness” found in nature http://en.wikipedia.org/wiki/Procedural_texture This is a computer generated image which creates realistic Representation of natural elements even in the smaller parts of the model since it is computer generated environment and it saves the time of the actual workforce to work on something else Physics Computer animation physics or game physics involves the introduction of the laws of physics into a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer. Typically, simulation physics is only a close approximation to real physics, and computation is performed using discrete values. There are several elements that form components of simulation physics including the physics engine, program code that is used to simulate Newtonian physics within the environment, and collision detection, used to solve the problem of determining when any two or more physical objects in the environment cross each other's path. http://en.wikipedia.org/wiki/Game_physics A way to introduce real life physics in games mainly used in simulators because they need to be very realistic in how you go about doing the games physics and how you deal with what will happen with the entity the player is controlling
  • 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. While the topic is most often associated with its use in video games and other physical simulations, it also has applications in robotics. In addition to determining whether two objects have collided, collision detection systems may also calculate time of impact (TOI), and report a contact manifold (the set of intersecting points).[1] Collision response deals with simulating what happens when a collision is detected (see physics engine, ragdoll physics). Solving collision detection problems requires extensive use of concepts from linear algebra and computational geometry. http://en.wikipedia.org/wiki/Collision_detection Collison also referred to as hit boxes I used mainly for fps games to entity the bullet and the players connect in the right way if they connect off body or after they hit especially are game breaking Lighting Introducing lighting into your game is potentially a step towards realism. In OpenGL you can introduce multiple light sources that are either static or dynamic. You have a large amount of control over the characteristics of the light sources at the expense of speed. It is important to realise that a scene can still have the effects of lighting without a light source. More about this at a later stage. http://relativity.net.au/gaming/java/Lighting.html Lighting I used in almost all games they can be used to create more realistic environments and more graphically intense games that want to create the next benchmark AA – Anti- Aliasing Antialiasing is a way of smoothing edges. Computer monitors display pixels, but real objects have curves and lines. In order to display these on a computer monitor, the edge is often jagged. Antialiasing helps reduce the problem by slightly blurring edges to the point where jagged lines don't show easily or at all. http://compreviews.about.com/od/PC-Gaming/a/What-is-antialiasing-in- PC-games.htm Anti-aliasing is way to smooth edges and blurring edges so that certain parts of objects so that it tricks the consumer into believing it’s a more detailed then it is
  • 10. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 10 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. Given the power of modern processors, very little degradation in the level of detail is noticeable anymore. http://www.techopedia.com/definition/11791/level-of-detail-lod Level of detail is used in to determine the fact what graphic quality it is in the game and the higher level of detail is used the higher performance Is used by the computer playing it Animation Computer animation, or CGI animation, is the process used for generating animated images by using computer graphics. The more general term computer-generated imagery encompasses both static scenes and dynamic images while computer animation only refers to moving images. Modern computer animation usually uses 3D computer graphics, although 2D computer graphics are still used for stylistic, low bandwidth, and faster real-time renderings. Sometimes, the target of the animation is the computer itself, but sometimes the target is another medium, such as film. Computer animation is essentially a digital successor to the stop motion techniques used in traditional animation with 3D models and frame-by-frame animation of 2D illustrations. Computer-generated animations are more controllable than other more physically based processes, such as constructing miniatures for effects shots or hiring extras for crowd scenes, and because it allows the creation of images that would not be feasible using any other technology. It can also allow a single graphic artist to produce such content without the use of actors, expensive set pieces, or props. http://en.wikipedia.org/wiki/Computer_animation Animation is a way to move still objects created in a computer design software it always used in game to move the character which has been created by a design team and it always put in games and is needed for a successful creation of a game
  • 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 computer graphics, a sprite (also known by other names; see Synonyms below) is a two-dimensional image or animation that is integrated into a larger scene. Initially including just graphical objects handled separately from the memory bitmap of a video display, this now includes various manners of graphical overlays. Originally, sprites were a method of integrating unrelated bitmaps so that they appeared to be part of the normal bitmap on a screen, such as creating an animated character that can be moved on a screen without altering the data defining the overall screen. Such sprites can be created by either electronic circuitry or software. In circuitry, a hardware sprite is a hardware construct that employs custom DMA channels to integrate visual elements with the main screen in that it super-imposes two discrete video sources. Software can simulate this through specialized rendering methods. More recently, CSS sprites are used in web design as a way to improve performance by combining numerous small images or icons into a larger image called a sprite sheet or tile set, and selecting which icon to show on the rendered page using Cascading Style Sheets. As three-dimensional graphics became more prevalent, sprites came to include flat images seamlessly integrated into complicated three-dimensional scenes. http://en.wikipedia.org/wiki/Sprite_(computer_graphics) A sprite is a 2d object which is an old school characters onto games but it is still used in games today mainly to create indies game and wait to create a small budget game where the graphics and be easily done by small number of people instead of 3d animating entire characters Scene A cut scene is a short cinematic clip in a video game to describe a circumstance the character is involved in, also used for entertainment purposes or no real purpose at all. Girls enjoy cut scenes because they are visually stimulating and help to explain the plot of the game. Guys usually prefer to skip cut scenes even though they can contain useful hints and tips towards completing levels and earning special achievements http://www.urbandictionary.com/define.php?term=cut%20scene A scene is a more of cut scene is normally used to create plot points within a game and create tension and excitement with plot twist and realisations of certain characters in the game
  • 12. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 12 Library A game engine is made up of class libraries. They do not stop being class libraries simply because they are within a game engine. A library is a useful framework to tackle a specific need within a game engine. A framework that entails the needs for a complete game is a game engine. http://gamedev.stackexchange.com/questions/10770/whats-the-difference- between-a-library-and-an-engine Libraries are what game engines are made up of they help specify something within the game engine and they construct the framework needed to complete the engine itself UI The user interface, in the industrial design field of human–machine interaction, is the space where interactions between humans and machines occur. The goal of this interaction is effective operation and control of the machine on the user's end, and feedback from the machine, which aids the operator in making operational decisions. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls, and process controls. The design considerations applicable when creating user interfaces are related to or involve such disciplines as ergonomics and psychology. Generally, the goal of human-machine interaction engineering is to produce a user interface which makes it easy self-exploratory efficient and enjoyable user friendly to operate a machine in the way which produces the desired result. This generally means that the operator needs to provide minimal input to achieve the desired output, and also that the machine minimizes undesired outputs to the human. http://en.wikipedia.org/wiki/User_interface A user interface is what you need to have to make the user understand what the game mechanics in the game and how to understand the situation in the game and effectively beat the situation you have handed them in your game
  • 13. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 13 Frames A graphic panel in a display window, especially in a web browser, which encloses a self-contained section of data and permits multiple independent document viewing. https://www.google.co.uk/?gws_rd=ssl#safe=off&q=define+Frames Frames are what designed by the studio one by one mostly repeated because there is normally hours’ worth of content in a game Concept A general idea derived or inferred from specific instances or occurrences. Something formed in the mind; a thought or notion. See Synonyms at idea. A scheme; a plan http://www.thefreedictionary.com/concept An idea a company has thought up and now need to push it up the chain to see if management will accept this idea and then start work on the title Event Something that happens or is regarded as happening; an occurrence, especially one of some importance. the outcome, issue, or result of anything http://dictionary.reference.com/browse/event Event is normally a quick time event I normally used to create interactive cut scenes so you can be part of every part of the game Path finding Path finding or pathing is the plotting, by a computer application, of the shortest route between two points. It is a more practical variant on solving mazes. This field of research is based heavily on Dijkstra's algorithm for finding the shortest path on a weighted graph. https://www.google.co.uk/?gws_rd=ssl#safe=off&q=Define+Path+finding Path finding is for the ai used in the game since it is not player controlled there movement need to be an ai controlling the movement too so path finding allows you to create paths the ai teammates will use in different situations