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:
Adam
Crittenden
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 vers ion of something such as
computer software produced to
demonstrate i ts capabilities or for
use as a trial.
http://www.oxforddictionaries.com
/definition/english/demo
A demo is an uncompleted
vers ion of a game that i s
generally released to the public
so that they can play the game
and see what i t is like. Almost like
i t i s given potential buyers
knowledge on the game before
they make the final decision to
buy the game.
A good game that I have
knowledge with is Five Nights At
Fre ddy’s. This is a point and click
horror game that uses
animatronics, sounds and jump
s cares to build tension. It gives
you two of the nights in the
demo that you can play to see i f
you l ike the game.
https ://www.youtube.com/watc
h?v=iOztnsBPrAA
Thi s image is re levant as i t shows a game that is i n i t’s demo s tate.
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 A beta version of a program, game
etc... i s an unfinished version
released to either the public a
select few or whoever signs up to
beta test i t for bugs or glitches.
http://www.urbandictionary.com/d
efine.php?term=Beta
A beta version of a game is
generally used to find out any
bugs and kinks in a game so that
they can release it. The beta of a
game is usually open to the
public to play to test the game
out, as the more people playing
the game, the greater the chance
of finding any bugs that are in a
game. A good example would be
the Battlefield 4 beta that was
released so that people could
both play the game, and look for
game breaking bugs.
https ://www.youtube.com/watc
h?v=84Zk03cl Ias
Thi s is relevant as i t is showing a game that is in an open beta, showing i t is l etting anyone
try i t out.
Alpha The alpha of a game is the phase in
which they begin to test software
us ing white-box techniques. Alpha
software can be unstable so is
rarely released, but when it i s, i t is
sent almost always purely as raw
source code.
http://en.wikipedia.org/wiki/Softw
are_release_life_cycle
A game that i s in i ts alpha s tages
i s usually a game that s elect
people can play as it is normally
always undergoing testing to find
anything wrong with the game.
https ://www.youtube.com/watc
h?v=9IrGqmeF-_Y
Thi s is releva nt as i t shows a game that is in it’s alpha build.
3. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
3
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 s till deciding
on what features the program
should have at this status.
http://www.abbreviations.com/pre
-alpha%20version
A pre-alpha game i s a game that
i s not even completely
developed, or even thought up
yet. Thi s version of the game is
rarely ever released to the public
but when it is, i t is so that the
developers of the game can get
some ideas of what they can
implement by the community.
https ://www.youtube.com/watc
h?v=aJrZkNVwNTs
Thi s shows a game that is in a pre-alpha that has gameplay footage, which shows that
people are allowed to try i t out.
Gold A golden master, or GM, i s the final
vers ion of a software program that
i s sent to manufacturing and is
used to make retail copies of the
software.
http://www.techterms.com/definiti
on/goldenmaster
A game that has gone gold is
usually a game that is sent to be
made, it is the final copy.
https ://www.youtube.com/watc
h?v=Wt3LIl8JJTg
http://www.youtube.com/watch?v=ejWf82doi8Y
Breakoid Golden Master
Thi s is relevant as i t is demonstrating a game that is in a golden master version.
4. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
4
Debug In computers, to debug is to carry
out the process of locating and
fixing or bypassing bugs (errors) in
computer program code or the
engineering of a hardware device.
http://searchsoftwarequality.techt
arget.com/definition/debugging
When a game i s being debugged,
i t i s the state in which they are
actually removing the bugs from
a game, or i f a game has a debug
menu.
https ://www.youtube.com/watc
h?v=qwoi26Eh24E
Thi s is relevant as i t is showing a game that has been put in debug mode.
Automation In software testing, test
automation is the use of
special software (separate from the
software being tested) to control
the execution of tests and the
comparison of actual outcomes
with predicted outcomes.
http://en.wikipedia.org/wiki/Test_a
utomation
Automation i s where different
means are used to test a game.
Thi s is relevant as i t is showing a test automation circle.
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
A software testing technique
whereby explicit knowledge of the
internal workings of the item being
tes ted are used to select the test
data . Unlike black box testing,
white box testing uses specific
knowledge of programming code to
examine outputs.
http://www.webopedia.com/TERM
/W/White_Box_Testing.html
White-box testing i s where i t is
being tested with extensive
knowledge of the internal code
that makes up the game. This is
so someone who knows it all can
go through the code and
highlight any flaws in the game.
Thi s shows the steps involved in white box testing.
Bug An error in a structured system. It is
usually applied to electrical and
computer systems.
http://www.urbandictionary.com/d
efine.php?term=Glitch
A bug, or more commonly
known, a glitch, is something
wrong in a s tructured system.
Lots of bugs in games can be
relatively funny, and harmless to
the gaming experience, though
there can be some bugs that are
game breaking, such as bugs that
caus e all of a players progress to
be lost. This can be extremely
annoying and crippling if it i s in a
game such as World of Warcraft,
or GTA V.
https ://www.youtube.com/watc
h?v=9YFVdgP2Dv4
Thi s shows a glitch in a game, otherwise known as a bug.
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
ENGINES
GAME
ENGINES
Vertex
Shader
A programmable function in display
adapters that offers graphics
application programmer flexibility
in rendering an image.
http://www.pcmag.com/encyclope
dia/term/53754/vertex-shader
A vertex shader i s something that
can help the programmer in
rendering an image, you can also
make cool stuff.
https ://www.youtube.com/watc
h?v=KEl JA_gieYQ
Thi s shows a vertex shader tree diagram.
Pixel
Shader
A shader that operates on the level
of individual pixels, used to
generate complex visual effects.
http://www.yourdictionary.com/pi
xel -shader
A pixel shader i s something that
can give greater detail to
something you are trying to do,
by working on the shading of
each individual pixel.
Thi s shows the difference of what happens after pixel shading.
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
Processing
Proces sing after other processes
have been completed.
https ://www.wordnik.com/words/
pos t-processing
Pos t processing is done after all
other processing has been done,
to bas ically re-process someing.
Thi s shows a bit of a game with and without post processing.
Rendering The processing of an outline image
us ing colour and shading to make it
appear solid and three-dimensional.
http://www.oxforddictionaries.com
/definition/english/rendering
Rendering is used so that a shape
can appear 3-D by using colours
and shading. Also, i t can be used
with something where you
generate structures in the
di s tance.
https ://www.youtube.com/watc
h?v=nppDbXBaWdo
Thi s shows the processes of rendering.
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
l ighting of bumps and dents.
http://en.wikipedia.org/wiki/Norm
al_mapping
Normal mapping is where you
map things and uses bumps to
s imulate lighting effects.
Thi s picture shows s tages of mapping, including normal mapping.
Entity Enti ty Sys tems offer an approach to
object design that fits well with
games, where requirements and
behaviours need to be tweaked or
swapped out constantly.
http://shaun.boyblack.co.za/blog/2
012/08/04/games-and-entity-sys
tems/
Enti ty systems are where there is
something that needs to be
tweaked constantly.
https ://www.youtube.com/watc
h?v=VRaJROHxckY
Thi s diagram shows an entity chart.
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 controls the way the
texture wraps onto the surface of
the model.
http://community.secondlife.com/t
5/Mesh/What-does-UV-Mapping-do-
exactly/td-p/1710229
UV mapping is used so that you
can s elect how the texture wraps
around whatever you want to
place it on.
https ://www.youtube.com/watc
h?v=i IvTUDgaXik
Thi s diagram show the UV Mapping mesh.
Procedural
Texture
Procedural textures create the
textures from the ground up.
http://www.upvector.com/?section
=Tutorials&subsection=Intro%20to
%20Procedural%20Textures
Procedural textures are textures
that are used to build an object
from the ground up to the top.
https ://www.youtube.com/watc
h?v=NkTIZ1GldgQ
Thi s shows the procedural texture on an anvil.
10. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
10
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
obs erver.
http://en.wikipedia.org/wiki/Game
_phys ics
Phys ics in a game are where they
try to get i t as close to l ife as
pos sible by bringing real l ife
phys ics into a game. So a crumbly
bui lding crumbling, Water
trickl ing down rocks, cars
crushing into heaps of metal if
they fall from the sky.
https ://www.youtube.com/watc
h?v=f4nI2zutksM
Thi s shows the game engine incorporating physics.
Collision Col l ision detection typically refers
to the computational problem of
detecting the intersection of two or
more objects. While the topic i s
mos t often associated with i ts use
in video games and other physical
s imulations, it also has applications
in robotics.
http://en.wikipedia.org/wiki/Collisi
on_detection
Col l ision in games is where things
actually collide. This makes a
game more realistic as if there is
water pouring from the sealing,
you would expect that, i f you
placed something under i t, it
would hit the object and change
i ts path, rather than just going
through the object.
https ://www.youtube.com/watc
h?v=NGh-Vh_NYO0
Col l ision in a game. This shows the collision boxes.
11. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
11
Lighting Bloom (sometimes referred to as
l ight bloom or glow) i s a computer
graphics effect used in video
games, demos and high dynamic
range rendering (HDR) to
reproduce an imaging artifact of
real -world cameras. The effect
produces fringes (or feathers) of
l ight extending from the borders of
bright areas in an image,
contributing to the illusion of an
extremely bright light
overwhelming the camera or eye
capturing the s cene.
http://en.wikipedia.org/wiki/Bloom
_(shader_effect)
Lighting in a game can be used to
bui ld atmosphere i f i t is a horror
game, or just to light up a place.
Mos t people would think that the
l ighting should be realistic,
instead of a tiny light i lluminating
an entire room like it had no
cei ling.
https ://www.youtube.com/watc
h?v=9LgsEezzrgo
Thi s diagram shows the lighting used by a game engine.
AA – Anti-
Aliasing
In computer graphics, antialiasing is
a software technique for
diminishing jaggies - s tairstep-like
l ines that should be smooth.
http://www.webopedia.com/TERM
/A/antialiasing.html
Anti -Aliasing is where, in a game,
i t i s used so that edges of things
look smoother when they are
more zoomed in. This also makes
i t look better normally.
https ://www.youtube.com/watc
h?v=RGoBzoHDrj0
Thi s shows the difference on a before/after shot of zooming in on hair.
12. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
12
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.
http://www.techopedia.com/defini
tion/11791/level-of-detail-lod
Level of detail in a game i s how
much detail i s in an object, the
more detail, usually, the better i t
wi l l look, the les s deta i l , the
bigger the polygons .
https ://www.youtube.com/watc
h?v=XaivEr7_RJs
Thi s is showing differences in the level of detail.
Animation A way of making a movi e by using a
series of drawings, computer
graphics, or photographs of objects
(such as puppets or models) that
are s lightly different from one
another.
http://www.merriam-webs
ter.com/dictionary/animation
Animation in a game is where
there i s movement in a game.
They are made in different
frames so that they can capture
every movement.
https ://www.youtube.com/watc
h?v=5_2UhXJHz7Q
Thi s shows the stages of animation.
13. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
13
Sprite (Games, other than specified) an
icon in a computer game which can
be manoeuvred around the screen
by means of a joystick, etc.
http://www.thefreedictionary.com
/sprite
A spri te in a game is usually a 2D
character that is in a side scroller
game, or a top down game, with
not many
movements/animations.
https ://www.youtube.com/watc
h?v=kcmKPmj9yeE
Thi s shows many di fferent sprites for animation.
Scene A Scene graph contains all of the
geometry of a particular s cene.
They are useful for representing
trans lations, rotations and scales
(along with other affine
trans formations) of objects relative
to each other.
http://s tackoverflow.com/question
s /5319282/game-engines-what-are-
scene-graphs
A s cene graph contains geometry
for a particular thing.
Thi s chart shows the sections of a game engine s cene.
14. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
14
Library The Unreal engine (or Source, or
Quake) is designed to be used for
FPS games (it could feasibly be used
for other games, but you'd spend
some time working against the
engine). Ogre3d (or even Directx,
SDL, or other common libraries) can
be used to make any type of game,
without having to rip out major
parts of the code, or work around
them.
http://gamedev.s tackexchange.co
m/questions/10770/whats-the-di
fference-between-a-library-and-an-
engine
A l ibrary in a game holds all of
the s tuff of the game that you
need.
Thi s shows a game engine library.
UI The us er interface, in the industrial
des ign 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.
http://en.wikipedia.org/wiki/User_i
nterface
The UI in a game i s basically the
user interface. Tis allows
whoever is using i t to see what
they are doing.
Thi s picture shows a game engine UI.
15. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
15
Frames A graphic panel in a display
window, especially in a web
brows er, which encloses a self-conta
ined section of data and
permi ts multiple independent
document viewing.
http://www.oxforddictionaries.com
/definition/english/frame
The frames in a game are
bas ically the pictures that make
up the game.
Thi s shows multiple frames in a game engine.
Concept A concept of a game is the original
idea that has been thought up by
the people that plan to make the
game.
The concept is the very idea of a
game.
Thi s image shows a game engine concept plan.
16. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
16
Event A Game Event (will just call them
Events ) i s anything of interest that
happens while a Game is running.
An explosion going off, the player
being sighted by an enemy, an i tem
being picked up – this are all
events. Games often need some
way to noti fy interested Game
Enti ties when an event occurs and
al so make it possible for those
enti ties to react to events of their
interest in various ways. When this
happens, we can say that a Game
Enti ty i s handling an event. The way
a Game Entity handles and reacts
to di fferent events becomes a
crucial aspect of that Entity
behaviour.
https ://nicolasgoles.com/blog/201
0/12/game-event-handling-part-1/
An event i s something that
triggers things in a game, l ike a
proximity mine needs to be on an
event, or i f something i s triggered
to happen when you walk past i t.
Thi s diagram shows the events in a game engine.
Pathfinding 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
Di jkstra's algorithm for finding the
shortest path on a weighted graph.
http://en.wikipedia.org/wiki/Pathfi
nding
Pathfinding in a game is used
mainly for enemies so that if the
enemies are looking for you, they
can pathfind around the objects
that might be in the way.
Thi s picture shows pathfinding.