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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: RESEARCHED DEFINITION (provide short internet researched 
definition and URL link) 
DESCRIBE 
THE 
RELEVANC 
E OF THE 
RESEARCH 
ED TERM 
TO YOUR 
OWN 
PRODUCTI 
ON 
PRACTICE? 
IMAGE SUPPORT (Provide an image and/or video link of said 
term being used in a game) 
VIDEO 
GAME 
S / 
VIDEO 
GAME 
TESTIN 
G 
Demo “It i s my opinion that a demo in games is a demonstration of how the game 
i s played. It will normally tell you about how to go about playing in the game 
in detail and will normally take you through several boards of the game” 
https ://answers.yahoo.com/question/index?qid=20090423022627AA9nGkS 
Creating a 
Demo of our 
concept 
games helps 
us 
understand 
bugs , gives 
opportunity 
for feedback 
and shows 
us what we 
can improve 
http://blazekick.com/wp-content/uploads/2014/07/My-Great-Capture-Screen-Shot-2014-07-03-04-37- 
32.png 
The Playstation and Xbox marketplaces recommend playing 
Demo’s for either a c ertain amount of time of to a c ertain 
point within the game, before having to purchase it digitally 
or a physical CD
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
Beta Beta testing comes after alpha testing and can be considered a form of 
external user acceptance testing. Versions of the software, known as beta 
vers ions, are released to a limited audience outside of the programming 
team. The software is released to groups of people so that further testing 
can ensure the product has few faults or bugs. 
http://en.wikipedia.org/wiki/Software_testing 
Beta in our 
cas e can be 
used to 
di s tribute 
our game to 
the public or 
peers to test 
for faults 
and/or bugs 
http://media.edge-online.com/wp-content/ 
uploads/edgeonline/2012/09/Steam-Greenlight-thumb.jpg 
Steam Greenlight is home to many games that are in Beta and also 
games within Alpha, the public votes to greenlight games that are in 
production, upon being greenlit, steam will talk to the retailer and 
ask them to publish an early retail version 
Alpha Alpha testing is s imulated or actual operational testing by potential 
users/customers or an independent test team at the developers' site. Alpha 
tes ting i s often employed for off-the-shelf software as a form of internal 
acceptance testing, before the software goes to beta testing. 
http://en.wikipedia.org/wiki/Software_testing 
Alpha being 
a very bas ic 
vers ion of 
the game 
we ’ve 
created, we 
can i ron out 
any early 
deta ils that 
might make 
the game 
better 
http://www.praetoriaguard.com/index.php?/page/articles.html/_/ga 
ming/pcgaming/
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
“Rus t” i s a game that is in Alpha, i t has the main components of the 
game integrated, but even at the current stage i s being renovated 
ove r a nd over ti l’ they ca n “Go for gold” 
Pre- 
Alpha 
There are a bunch of s tages in the gaming industry. Pre -production, pre-alpha, 
alpha, beta, gold. I think I might have forgot one or two. Been a while 
s ince I worked in the game industry. 
Pre-alpha is basically implementing all the systems and features in the 
game. Once all those systems are in the game then they move on to Alpha. 
http://forum.ea.com/eaforum/posts/list/440511.page 
With all the 
basic ideas and 
wha t’s going to 
be contained 
within the 
ga me and i t’s 
conce pts it’s 
pos sible to 
move onto 
alpha with all 
the in-game 
ideas 
implemented. 
http://www.mmobomb.com/review/unturned 
Unturned is a game which is in pre-alpha, it has most of the 
fe a tures and implements, but it’s still being built towards a s table 
alpha game 
Gold The term "release to manufacturing", also known as "going gold", is a term 
used when a software product is ready to be delivered or provided to the 
cus tomer. This build may be digitally signed, allowing the end user to verify 
the integrity and authenticity of the software purchase. A copy of the RTM 
bui ld known as the "gold master" or GM i s sent for mass duplication. RTM 
precedes general availability (GA), when the product i s released to the 
public. 
http://en.wikipedia.org/wiki/Software_release_life_cycle 
After we ’ve 
gone 
through 
s tages such 
as pre-alpha, 
alpha and 
beta , with all 
the bugs 
i roned out 
and all 
concepts 
have been 
perfectly 
di s played it’s 
pos sible to 
release i t for 
Link to Destiny trailer will be embedded below post under “Gold 
Vi de o” 
Des tiny i s a Game that got released on the 9th of Se ptember 2014, i t’s 
a new game that got released and so it had to go through the stage 
of “goi ng gold” being re leased to the public ve ry re ce ntly, thus 
passing this stage
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
public 
release 
Debug Debug mode is a development tool which typically allows you to break the 
rules of the game in any number of ways and to give technical information 
that i s of benefit to the programmers working on the games. Examples of 
debug are Object Debug, Night Mode and Placement Debug. 
http://www.answers.com/Q/What_is_debug_mode_in_gaming 
Often 
debugging 
can be found 
in video 
game 
makers such 
as unity or 
game maker 
in order to 
give info on 
items giving 
off bugs that 
can be 
unbeneficial 
to the 
Debugging is a process in coding which ca n give info on what isn’t 
working correctly within the engine causing bugs that could be fatal 
Automati 
on 
Automation or automatic control, is the use of various control systems for 
operating equipment such as machinery, processes in factories, boilers and 
heat treating ovens, switching in telephone networks, s teering and 
s tabilization of ships, aircraft and other applications with minimal or 
reduced human intervention. Some processes have been completely 
automated. 
http://en.wikipedia.org/wiki/Automation 
Automation 
in an engine 
l ike unity 
could mean 
repeating a 
s cript over 
and over, 
such as 
change in 
daytime 
Lapping over scripts can create a consistent feature to continue 
looping, in this process we can see the repeat of a cycl e of starting 
the editor to place a scene and player
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
5 
White- 
Box 
Testing 
White-box testing (also known as clear box testing, glass box testing, 
transparent box testing, and s tructural testing) is a method of testing 
software that tests internal structures or workings of an application, as 
opposed to i ts functionality (i .e. black-box testing). In white-box testing an 
internal perspective of the system, as well as programming skills, are used 
to des ign test cases. The tester chooses inputs to exercise paths through the 
code and determine the appropriate outputs. This is analogous to testing 
nodes in a circuit, e.g. in-circuit testing (ICT). 
http://en.wikipedia.org/wiki/White-box_testing 
White box 
tes ting will 
be require in 
order fix 
l ines of code 
that are 
fragi le In the 
coding 
Bug Gl i tches/bugs are software errors that can cause drastic problems within 
the code, and typically go unnoticed or unsolved during the production of 
said software. These errors can be game caused or otherwise exploited until 
a developer/development team repairs them. Complex software is rarely 
bug-free or otherwise free from errors upon first release. 
http://en.wikipedia.org/wiki/Glitch 
Finding and 
fixing bugs 
means that 
in the future 
of the games 
productions 
mal l issues 
tha t a re n’t 
correct 
won’t be a n 
i s sue 
Vi de o ca n be found under “Bug vi deo” Embedded below 
Thi s video shows coding bugs from popular games, such as sims or 
As sassins creed, which could be errors caused by AI not responding 
correctly or mechanics not working to par
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
6 
GAME 
ENGIN 
ES 
GAME 
ENGIN 
ES 
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 vi rtual space to the 
2D coordinate at which i t appears on the screen (as well as a depth value for 
the Z-buffer). Vertex shaders can manipulate properties such as position, 
color and texture coordinate, but cannot create new vertices. The output of 
the vertex shader goes to the next s tage in the pipeline, which is either a 
geometry shader i f present, or the rasterizer. Verte x shaders can enable 
powerful control over the details of position, movement, l ighting, and color 
in any s cene involving 3D models. 
http://en.wikipedia.org/wiki/Shader#Vertex_shaders 
Things such 
as casting 
shadows on 
objects and 
make them 
look realistic 
in relations 
to l ighting, 
other 
objects or 
l ight sources 
Showing clear vertex shading, adding more detail and response of 
l ighting to the small indents of the shape 
Pixel 
Shader 
Pixel shaders, also known as fragment shaders, compute color and other 
attributes of each fragment. The simplest kinds of pixel shaders output one 
s creen pixel as a color value; more complex shaders with multiple 
inputs/outputs are also possible. Pixel shaders range from always outputting 
the same color, to applying a lighting value, to doing bump mapping, 
shadows, specular highlights, translucency and other phenomena. 
http://en.wikipedia.org/wiki/Shader#Vertex_shaders 
Pixel shades 
can be used 
to draw 
larger 
effects onto 
terrains and 
things like 
backgrounds 
With pixel shading it Is possible to create a realistic looking image 
with much less attention to detail than i t may seem.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
7 
Post 
Processin 
g 
The term post-processing (or postproc for short) is used in the video/film 
bus iness 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 
By pos t 
processing 
i t’s possible 
to improve 
the image 
and quality 
of the game 
being 
improved 
with 
additional 
effects 
Vi de o ca n be found under “Post Proce ssing Video” Embedded below 
Pos t processing can be the difference in making the game look like 
Borderlands with cell shading or CoD with humid lighting on the 
character 
Renderin 
g 
Rendering is the process of generating an image from a 2D or 3D model (or 
models in what collectively could be called a s cene file), by means of 
computer programs. Also, the results of such a model can be called a 
rendering. A s cene file contains objects in a s trictly defined language or data 
s tructure; it would contain geometry, viewpoint, texture, lighting, and 
shading information as a description of the vi rtual s cene. 
http://en.wikipedia.org/wiki/Rendering_(computer_graphics) 
If we were 
to create a 
3d model we 
would need 
to render it 
to show the 
geometry 
and shading 
information 
Rendering this image shows that smoothing out the polygons to be 
joined, flattened and curved in order to mould into a more realistic 
image for inside a game.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
8 
Normal 
Map 
In 3D computer graphics, normal mapping, or "Dot3 bump mapping", i s 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. 
http://en.wikipedia.org/wiki/Normal_mapping 
By us ing 
normal 
ma pping it’s 
pos sible to 
add co-ordinates 
us ing the 
shape and 
hue of each 
area 
Wi th the difference of hue within the image, i t’s possible to map co - 
ordinates onto the image in relation to the colours in the game 
Entity An enti ty i s 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 
enti ty i s animate. 
http://en.wikipedia.org/wiki/Entity 
Enti ties are 
what i s 
requi red to 
make an AI 
“a l ive ” and 
can also be 
what the 
player takes 
control of 
In UDK there are default enemies which can be given movement or 
given conditions upon which i t will act
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
9 
UV Map UV mapping is the 3D modeling process of making a 2D image 
representation of a 3D model's surface. 
http://en.wikipedia.org/wiki/UV_mapping 
The skins we 
need to 
texture onto 
players, is 
UV mapping 
Thi s character i s produced by these textures being wrapped around 
the character model. 
Procedur 
al 
Texture 
A procedural texture is a computer-generated image created using an 
algorithm intended to create a realistic representation of natural elements 
such as wood, marble, granite, metal, s tone, and others. 
Usually, the natural look of the rendered result is achieved by the usage of 
fracta l noise and turbulence functions. These functions are used as a 
nume rical re presentation of the “ra ndomness” found i n nature. 
http://en.wikipedia.org/wiki/Procedural_texture 
Procedural 
textures are 
commonly 
used in 
games like 
minecraft in 
order to ti le 
terrains 
together to 
imi tate a 
landscape. 
Thes e are textures that could be repainted over terrain and be 
recycled 
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. 
http://en.wikipedia.org/wiki/Game_physics 
Phys ics are 
needed in 
games as 
they can 
define 
whether a 
character 
could fly, has 
low gravity 
Vi de o under “Physics Video” embedded below 
Porta l 2 di splays tonnes of physics that would mimic that of real life 
phys ics with the twist of portals, being able to transfer velocity on a 
di fferent Axis and direction.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
10 
etc. 
Collision Col l ision 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, 
i t al so 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). 
Col l ision 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 
Col l ision in 
games can 
define what 
impact from 
another 
object with 
col l ision 
phys ics will 
do to i t, i t 
al so defines 
how the 
player i s 
connected 
to the 
terrain, i .e 
they can 
walk 
through 
wal ls or 
enti ties. 
Thi s image shows the effects of not having Collision detection on an 
object, thus making it pass straight through, in which a bullet would 
normally make collision with the Wall within the image 
Lighting High-dynamic-range rendering (HDRR or HDR rendering), also known as 
high-dynamic-range l ighting, i s the rendering of computer graphics scenes 
by us ing lighting calculations done in a larger dynamic range. This allows 
pres ervation of details that may be lost due to limiting contrast ratios. Video 
games and computer-generated movies and special effects benefit from this 
as i t creates more realistic scenes than with the more simplistic lighting 
models used. 
http://en.wikipedia.org/wiki/High-dynamic-range_rendering 
Lighting in 
our games, 
more 
specifically 
HDRR or 
HDR 
rendering 
can add 
more 
realism in to 
the game as 
i t can be 
found in 
special 
effects that 
emi t l ighting 
HDR rendering causes the light to seem more realistic, in i ts relations 
to how the l ight bounces from water, how much it l ights a certain 
object and how the light reflects from certain types of objects.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
11 
AA – 
Anti- 
Aliasing 
Anti -aliasing may refer to any of a number of techniques to combat the 
problems of aliasing in a sampled signal such as a digital image or digital 
audio recording. 
http://en.wikipedia.org/wiki/Anti-aliasing 
Anti -Aliasing 
finds finds 
common 
imperfection 
s in images 
or audio 
recording 
within the 
game. 
The image shows anti-aliasing smooths out the shape with gradients 
rather than pixelated images. 
LoD – 
Level of 
Detail 
In computer graphics, accounting for level of detail involves decreasing the 
complexity of a 3D object representation as it moves away from the viewer 
or according to other metrics such as object importance, viewpoint-relative 
speed or position. Level of detail techniques increases the efficiency of 
rendering by decreasing the workload on graphics pipeline stages, usually 
vertex transformations. The reduced visual quality of the model is often 
unnoticed because of the small effect on object appearance when distant or 
moving fast. 
http://en.wikipedia.org/wiki/Level_of_detail 
By paying 
attention to 
the LoD in a 
ga me , it’s 
pos sible to 
increase or 
decrease 
how 
complex the 
representati 
on of a 3D 
image is. 
Thi s image shows that with the lesser amount of polygons used 
within the model, using far more triangles to construct the shape 
more accurately but decrease the efficiency of the Rendering 
Animatio 
n 
Animation is the process of creating motion and shape change illusion by 
means of the rapid display of a sequence of static images that minimally 
di ffer from each other. The illusion—as in motion pictures in general—is 
thought to rely on the phi phenomenon. Animators are artists who 
specialize in the creation of animation. 
http://en.wikipedia.org/wiki/Animation 
Animation in 
gaming is 
used to l ink 
movements 
in game 
engines like 
gamemaker 
by making a 
perfect loop 
of a sprite 
walking etc. 
Thi s image shows the process of drawing a model within different 
pos itions and looping them together to make a walking gif file
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
12 
Sprite In 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 s cene. Initially including just graphical objects handled separately 
from the memory bitmap of a video display, this now includes various 
manners of graphical overlays. 
http://en.wikipedia.org/wiki/Sprite_(computer_graphics) 
Game maker 
uses simple 
Sprites 
which can be 
used in 
many 
di fferent 
processes in 
the game 
being 
created, 
such as 
being drawn 
into a 
character, 
weapon or 
piece of 
terrain 
Thes e are sprites from the Pokémon franchise from Nintendo, it 
s hows how they’re used a nd normally comes with more frames for 
animation. 
Scene Scenes contain the objects of your game. They can be used to create a main 
menu, individual levels, and anything else. Think of each unique Scene file as 
a unique level. In each Scene, you will place your envi ronments, obstacles, 
and decorations, essentially designing and building your game in pieces. 
http://docs.unity3d.com/Manual/CreatingScenes.html 
Scenes are 
the base of 
uni ty 
projects, 
making it 
pos sible for 
us to place 
objects, 
create a 
terrain and 
can be 
merged with 
other s cenes 
Thi s image shows a basic s cene set up in Unity, required for terrains, 
object, rules and physics
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
13 
Library Preset Libraries contain user created data and persist between sessions. 
They are integrated into the Color Picker, Gradient Editor and Curve Editors. 
A pres et is e.g a color, gradient or an animation curve that is saved by the 
user. 
A pres et library i s a collection of presets saved into one file. 
Preset libraries contain personal data or project data. They can be saved 
either in the user preferences folder or in a ‘Editor’ folder i n the Assets 
folder. Project preset l ibraries can then be added to revision control for easy 
sharing between users on a project and added to Asset Store packages. 
http://docs.unity3d.com/Manual/PresetLibraries.html 
Libraries can 
be used to 
categorize 
separate 
things such 
as object, 
l ights, 
coding 
integrated 
into 
characters 
etc. 
A pres et library can have anything from sprites, to physics, cameras, 
textures, many kinds of customizable features in the game 
UI The us er interface, in the industrial design field of human–machine 
interaction, i s the space where interactions between humans and machines 
occur. The goal of this interaction i s 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 
sys tems, hand tools, heavy machinery operator controls, and process 
control s. 
http://en.wikipedia.org/wiki/User_interface 
The us er 
interface can 
be used in 
di fferent 
places 
within game 
or game 
des ign 
process, 
such as the 
di splay from 
uni ty to 
create the 
game or in-game 
menus 
Can also be referred to as Heads up display, the information the 
player might need which can vary based on the game, health, hunger, 
ammo, inventory, game options, currency, i t can go on 
The image shows elements making up the user interface
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
14 
Frames key frame in animation and filmmaking is a drawing that defines the starting 
and ending points of any smooth transition. The drawings are called 
"frames" because their position in time is measured in frames on a s trip of 
fi lm. A sequence of keyframes defines which movement the viewer will see, 
whereas the position of the keyframes on the film, video or animation 
defines the timing of the movement. 
http://en.wikipedia.org/wiki/Key_frame 
Frames in 
gaming can 
be the 
interval In 
which 
events occur 
such as the 
s l ight 
movement 
of a 
character, 
s tandard 
games run 
around 
60 fps which 
gives plenty 
of frames to 
add 
animation, 
effects or 
events. 
The image shows different frames of animation In a character doing a 
melee attack, with small info and movement being put in 
Concept When the mind makes a generalization such as the concept of tree, i t 
extracts similarities from numerous examples; the s implification enables 
higher-level thinking. 
http://en.wikipedia.org/wiki/Concept 
Concept in 
gaming can 
be an idea 
that has 
been 
generate ad 
could 
potentially 
be 
integrated 
into the 
game 
Although there are many different types of concepts within gaming, 
thi s shows concept art for a character from two angles, so what was 
originally .
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
15 
Event So, what are events? Basically, these are discreet moments in the game loop 
where things are made to happen based on what you have programmed for 
them. You see GameMaker: Studio works with cycles of these events - from 
the moment a room i s started to the moment it i s finished there is a game 
loop running where every step (a step is a moment in game time, governed 
by the room speed setting) a s eries of events are run, and you can choose to 
place code or DnD actions in your instances that respond to these events. 
“http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker 
/events/index.html 
Events occur 
when 
the y’re 
activated 
with their 
l ine of code, 
for example, 
running an 
event for the 
death s creen 
would occur 
when a 
bul let 
col l ides with 
the players 
sprite 
Thi s image shows the window for adding events to objects, in this 
ins tance, a ball. 
Pathfindi 
ng 
Pathfinding 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. 
http://en.wikipedia.org/wiki/Pathfinding 
Pathfinding 
in programs 
l ike unit can 
mean a set 
path in 
which for an 
NPC to 
fol low to 
vary thei r 
movement, 
more 
intricate 
pathfinding 
can show for 
better 
realism in 
NPCs 
Pathfinding In unity and Gamemaker causes the character to go in a 
specific path or an estimated path similar to i t.

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Y1 gd engine_terminology

  • 1. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 1 Produce a glossary of terms specific to the methods and principles of Video Game Design and Video Game Terms. Using a provided template, you must research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the website you have obtained the definition. You must also, where possible, provide specific details of how researched definitions relate to your own production practice. Name: RESEARCHED DEFINITION (provide short internet researched definition and URL link) DESCRIBE THE RELEVANC E OF THE RESEARCH ED TERM TO YOUR OWN PRODUCTI ON PRACTICE? IMAGE SUPPORT (Provide an image and/or video link of said term being used in a game) VIDEO GAME S / VIDEO GAME TESTIN G Demo “It i s my opinion that a demo in games is a demonstration of how the game i s played. It will normally tell you about how to go about playing in the game in detail and will normally take you through several boards of the game” https ://answers.yahoo.com/question/index?qid=20090423022627AA9nGkS Creating a Demo of our concept games helps us understand bugs , gives opportunity for feedback and shows us what we can improve http://blazekick.com/wp-content/uploads/2014/07/My-Great-Capture-Screen-Shot-2014-07-03-04-37- 32.png The Playstation and Xbox marketplaces recommend playing Demo’s for either a c ertain amount of time of to a c ertain point within the game, before having to purchase it digitally or a physical CD
  • 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 Beta testing comes after alpha testing and can be considered a form of external user acceptance testing. Versions of the software, known as beta vers ions, are released to a limited audience outside of the programming team. The software is released to groups of people so that further testing can ensure the product has few faults or bugs. http://en.wikipedia.org/wiki/Software_testing Beta in our cas e can be used to di s tribute our game to the public or peers to test for faults and/or bugs http://media.edge-online.com/wp-content/ uploads/edgeonline/2012/09/Steam-Greenlight-thumb.jpg Steam Greenlight is home to many games that are in Beta and also games within Alpha, the public votes to greenlight games that are in production, upon being greenlit, steam will talk to the retailer and ask them to publish an early retail version Alpha Alpha testing is s imulated or actual operational testing by potential users/customers or an independent test team at the developers' site. Alpha tes ting i s often employed for off-the-shelf software as a form of internal acceptance testing, before the software goes to beta testing. http://en.wikipedia.org/wiki/Software_testing Alpha being a very bas ic vers ion of the game we ’ve created, we can i ron out any early deta ils that might make the game better http://www.praetoriaguard.com/index.php?/page/articles.html/_/ga ming/pcgaming/
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 “Rus t” i s a game that is in Alpha, i t has the main components of the game integrated, but even at the current stage i s being renovated ove r a nd over ti l’ they ca n “Go for gold” Pre- Alpha There are a bunch of s tages in the gaming industry. Pre -production, pre-alpha, alpha, beta, gold. I think I might have forgot one or two. Been a while s ince I worked in the game industry. Pre-alpha is basically implementing all the systems and features in the game. Once all those systems are in the game then they move on to Alpha. http://forum.ea.com/eaforum/posts/list/440511.page With all the basic ideas and wha t’s going to be contained within the ga me and i t’s conce pts it’s pos sible to move onto alpha with all the in-game ideas implemented. http://www.mmobomb.com/review/unturned Unturned is a game which is in pre-alpha, it has most of the fe a tures and implements, but it’s still being built towards a s table alpha game Gold The term "release to manufacturing", also known as "going gold", is a term used when a software product is ready to be delivered or provided to the cus tomer. This build may be digitally signed, allowing the end user to verify the integrity and authenticity of the software purchase. A copy of the RTM bui ld known as the "gold master" or GM i s sent for mass duplication. RTM precedes general availability (GA), when the product i s released to the public. http://en.wikipedia.org/wiki/Software_release_life_cycle After we ’ve gone through s tages such as pre-alpha, alpha and beta , with all the bugs i roned out and all concepts have been perfectly di s played it’s pos sible to release i t for Link to Destiny trailer will be embedded below post under “Gold Vi de o” Des tiny i s a Game that got released on the 9th of Se ptember 2014, i t’s a new game that got released and so it had to go through the stage of “goi ng gold” being re leased to the public ve ry re ce ntly, thus passing this stage
  • 4. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 4 public release Debug Debug mode is a development tool which typically allows you to break the rules of the game in any number of ways and to give technical information that i s of benefit to the programmers working on the games. Examples of debug are Object Debug, Night Mode and Placement Debug. http://www.answers.com/Q/What_is_debug_mode_in_gaming Often debugging can be found in video game makers such as unity or game maker in order to give info on items giving off bugs that can be unbeneficial to the Debugging is a process in coding which ca n give info on what isn’t working correctly within the engine causing bugs that could be fatal Automati on Automation or automatic control, is the use of various control systems for operating equipment such as machinery, processes in factories, boilers and heat treating ovens, switching in telephone networks, s teering and s tabilization of ships, aircraft and other applications with minimal or reduced human intervention. Some processes have been completely automated. http://en.wikipedia.org/wiki/Automation Automation in an engine l ike unity could mean repeating a s cript over and over, such as change in daytime Lapping over scripts can create a consistent feature to continue looping, in this process we can see the repeat of a cycl e of starting the editor to place a scene and player
  • 5. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 5 White- Box Testing White-box testing (also known as clear box testing, glass box testing, transparent box testing, and s tructural testing) is a method of testing software that tests internal structures or workings of an application, as opposed to i ts functionality (i .e. black-box testing). In white-box testing an internal perspective of the system, as well as programming skills, are used to des ign test cases. The tester chooses inputs to exercise paths through the code and determine the appropriate outputs. This is analogous to testing nodes in a circuit, e.g. in-circuit testing (ICT). http://en.wikipedia.org/wiki/White-box_testing White box tes ting will be require in order fix l ines of code that are fragi le In the coding Bug Gl i tches/bugs are software errors that can cause drastic problems within the code, and typically go unnoticed or unsolved during the production of said software. These errors can be game caused or otherwise exploited until a developer/development team repairs them. Complex software is rarely bug-free or otherwise free from errors upon first release. http://en.wikipedia.org/wiki/Glitch Finding and fixing bugs means that in the future of the games productions mal l issues tha t a re n’t correct won’t be a n i s sue Vi de o ca n be found under “Bug vi deo” Embedded below Thi s video shows coding bugs from popular games, such as sims or As sassins creed, which could be errors caused by AI not responding correctly or mechanics not working to par
  • 6. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 6 GAME ENGIN ES GAME ENGIN ES 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 vi rtual space to the 2D coordinate at which i t appears on the screen (as well as a depth value for the Z-buffer). Vertex shaders can manipulate properties such as position, color and texture coordinate, but cannot create new vertices. The output of the vertex shader goes to the next s tage in the pipeline, which is either a geometry shader i f present, or the rasterizer. Verte x shaders can enable powerful control over the details of position, movement, l ighting, and color in any s cene involving 3D models. http://en.wikipedia.org/wiki/Shader#Vertex_shaders Things such as casting shadows on objects and make them look realistic in relations to l ighting, other objects or l ight sources Showing clear vertex shading, adding more detail and response of l ighting to the small indents of the shape Pixel Shader Pixel shaders, also known as fragment shaders, compute color and other attributes of each fragment. The simplest kinds of pixel shaders output one s creen pixel as a color value; more complex shaders with multiple inputs/outputs are also possible. Pixel shaders range from always outputting the same color, to applying a lighting value, to doing bump mapping, shadows, specular highlights, translucency and other phenomena. http://en.wikipedia.org/wiki/Shader#Vertex_shaders Pixel shades can be used to draw larger effects onto terrains and things like backgrounds With pixel shading it Is possible to create a realistic looking image with much less attention to detail than i t may seem.
  • 7. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 7 Post Processin g The term post-processing (or postproc for short) is used in the video/film bus iness 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 By pos t processing i t’s possible to improve the image and quality of the game being improved with additional effects Vi de o ca n be found under “Post Proce ssing Video” Embedded below Pos t processing can be the difference in making the game look like Borderlands with cell shading or CoD with humid lighting on the character Renderin g Rendering is the process of generating an image from a 2D or 3D model (or models in what collectively could be called a s cene file), by means of computer programs. Also, the results of such a model can be called a rendering. A s cene file contains objects in a s trictly defined language or data s tructure; it would contain geometry, viewpoint, texture, lighting, and shading information as a description of the vi rtual s cene. http://en.wikipedia.org/wiki/Rendering_(computer_graphics) If we were to create a 3d model we would need to render it to show the geometry and shading information Rendering this image shows that smoothing out the polygons to be joined, flattened and curved in order to mould into a more realistic image for inside a game.
  • 8. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 8 Normal Map In 3D computer graphics, normal mapping, or "Dot3 bump mapping", i s 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. http://en.wikipedia.org/wiki/Normal_mapping By us ing normal ma pping it’s pos sible to add co-ordinates us ing the shape and hue of each area Wi th the difference of hue within the image, i t’s possible to map co - ordinates onto the image in relation to the colours in the game Entity An enti ty i s 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 enti ty i s animate. http://en.wikipedia.org/wiki/Entity Enti ties are what i s requi red to make an AI “a l ive ” and can also be what the player takes control of In UDK there are default enemies which can be given movement or given conditions upon which i t will act
  • 9. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 9 UV Map UV mapping is the 3D modeling process of making a 2D image representation of a 3D model's surface. http://en.wikipedia.org/wiki/UV_mapping The skins we need to texture onto players, is UV mapping Thi s character i s produced by these textures being wrapped around the character model. Procedur al Texture A procedural texture is a computer-generated image created using an algorithm intended to create a realistic representation of natural elements such as wood, marble, granite, metal, s tone, and others. Usually, the natural look of the rendered result is achieved by the usage of fracta l noise and turbulence functions. These functions are used as a nume rical re presentation of the “ra ndomness” found i n nature. http://en.wikipedia.org/wiki/Procedural_texture Procedural textures are commonly used in games like minecraft in order to ti le terrains together to imi tate a landscape. Thes e are textures that could be repainted over terrain and be recycled 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. http://en.wikipedia.org/wiki/Game_physics Phys ics are needed in games as they can define whether a character could fly, has low gravity Vi de o under “Physics Video” embedded below Porta l 2 di splays tonnes of physics that would mimic that of real life phys ics with the twist of portals, being able to transfer velocity on a di fferent Axis and direction.
  • 10. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 10 etc. Collision Col l ision 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, i t al so 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). Col l ision 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 Col l ision in games can define what impact from another object with col l ision phys ics will do to i t, i t al so defines how the player i s connected to the terrain, i .e they can walk through wal ls or enti ties. Thi s image shows the effects of not having Collision detection on an object, thus making it pass straight through, in which a bullet would normally make collision with the Wall within the image Lighting High-dynamic-range rendering (HDRR or HDR rendering), also known as high-dynamic-range l ighting, i s the rendering of computer graphics scenes by us ing lighting calculations done in a larger dynamic range. This allows pres ervation of details that may be lost due to limiting contrast ratios. Video games and computer-generated movies and special effects benefit from this as i t creates more realistic scenes than with the more simplistic lighting models used. http://en.wikipedia.org/wiki/High-dynamic-range_rendering Lighting in our games, more specifically HDRR or HDR rendering can add more realism in to the game as i t can be found in special effects that emi t l ighting HDR rendering causes the light to seem more realistic, in i ts relations to how the l ight bounces from water, how much it l ights a certain object and how the light reflects from certain types of objects.
  • 11. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 11 AA – Anti- Aliasing Anti -aliasing may refer to any of a number of techniques to combat the problems of aliasing in a sampled signal such as a digital image or digital audio recording. http://en.wikipedia.org/wiki/Anti-aliasing Anti -Aliasing finds finds common imperfection s in images or audio recording within the game. The image shows anti-aliasing smooths out the shape with gradients rather than pixelated images. LoD – Level of Detail In computer graphics, accounting for level of detail involves decreasing the complexity of a 3D object representation as it moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. Level of detail techniques increases the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast. http://en.wikipedia.org/wiki/Level_of_detail By paying attention to the LoD in a ga me , it’s pos sible to increase or decrease how complex the representati on of a 3D image is. Thi s image shows that with the lesser amount of polygons used within the model, using far more triangles to construct the shape more accurately but decrease the efficiency of the Rendering Animatio n Animation is the process of creating motion and shape change illusion by means of the rapid display of a sequence of static images that minimally di ffer from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. http://en.wikipedia.org/wiki/Animation Animation in gaming is used to l ink movements in game engines like gamemaker by making a perfect loop of a sprite walking etc. Thi s image shows the process of drawing a model within different pos itions and looping them together to make a walking gif file
  • 12. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 12 Sprite In 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 s cene. Initially including just graphical objects handled separately from the memory bitmap of a video display, this now includes various manners of graphical overlays. http://en.wikipedia.org/wiki/Sprite_(computer_graphics) Game maker uses simple Sprites which can be used in many di fferent processes in the game being created, such as being drawn into a character, weapon or piece of terrain Thes e are sprites from the Pokémon franchise from Nintendo, it s hows how they’re used a nd normally comes with more frames for animation. Scene Scenes contain the objects of your game. They can be used to create a main menu, individual levels, and anything else. Think of each unique Scene file as a unique level. In each Scene, you will place your envi ronments, obstacles, and decorations, essentially designing and building your game in pieces. http://docs.unity3d.com/Manual/CreatingScenes.html Scenes are the base of uni ty projects, making it pos sible for us to place objects, create a terrain and can be merged with other s cenes Thi s image shows a basic s cene set up in Unity, required for terrains, object, rules and physics
  • 13. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 13 Library Preset Libraries contain user created data and persist between sessions. They are integrated into the Color Picker, Gradient Editor and Curve Editors. A pres et is e.g a color, gradient or an animation curve that is saved by the user. A pres et library i s a collection of presets saved into one file. Preset libraries contain personal data or project data. They can be saved either in the user preferences folder or in a ‘Editor’ folder i n the Assets folder. Project preset l ibraries can then be added to revision control for easy sharing between users on a project and added to Asset Store packages. http://docs.unity3d.com/Manual/PresetLibraries.html Libraries can be used to categorize separate things such as object, l ights, coding integrated into characters etc. A pres et library can have anything from sprites, to physics, cameras, textures, many kinds of customizable features in the game UI The us er interface, in the industrial design field of human–machine interaction, i s the space where interactions between humans and machines occur. The goal of this interaction i s 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 sys tems, hand tools, heavy machinery operator controls, and process control s. http://en.wikipedia.org/wiki/User_interface The us er interface can be used in di fferent places within game or game des ign process, such as the di splay from uni ty to create the game or in-game menus Can also be referred to as Heads up display, the information the player might need which can vary based on the game, health, hunger, ammo, inventory, game options, currency, i t can go on The image shows elements making up the user interface
  • 14. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 14 Frames key frame in animation and filmmaking is a drawing that defines the starting and ending points of any smooth transition. The drawings are called "frames" because their position in time is measured in frames on a s trip of fi lm. A sequence of keyframes defines which movement the viewer will see, whereas the position of the keyframes on the film, video or animation defines the timing of the movement. http://en.wikipedia.org/wiki/Key_frame Frames in gaming can be the interval In which events occur such as the s l ight movement of a character, s tandard games run around 60 fps which gives plenty of frames to add animation, effects or events. The image shows different frames of animation In a character doing a melee attack, with small info and movement being put in Concept When the mind makes a generalization such as the concept of tree, i t extracts similarities from numerous examples; the s implification enables higher-level thinking. http://en.wikipedia.org/wiki/Concept Concept in gaming can be an idea that has been generate ad could potentially be integrated into the game Although there are many different types of concepts within gaming, thi s shows concept art for a character from two angles, so what was originally .
  • 15. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 15 Event So, what are events? Basically, these are discreet moments in the game loop where things are made to happen based on what you have programmed for them. You see GameMaker: Studio works with cycles of these events - from the moment a room i s started to the moment it i s finished there is a game loop running where every step (a step is a moment in game time, governed by the room speed setting) a s eries of events are run, and you can choose to place code or DnD actions in your instances that respond to these events. “http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker /events/index.html Events occur when the y’re activated with their l ine of code, for example, running an event for the death s creen would occur when a bul let col l ides with the players sprite Thi s image shows the window for adding events to objects, in this ins tance, a ball. Pathfindi ng Pathfinding 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. http://en.wikipedia.org/wiki/Pathfinding Pathfinding in programs l ike unit can mean a set path in which for an NPC to fol low to vary thei r movement, more intricate pathfinding can show for better realism in NPCs Pathfinding In unity and Gamemaker causes the character to go in a specific path or an estimated path similar to i t.