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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: 
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.

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Y1 ig gd engine terminology work

  • 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.