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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: 
Kieran 
Owens 
RESEARCHED DEFINITION (provide 
short internet researched definition 
and URL link) 
DESCRIBE THE RELEVANCE OF THE 
RESEARCHED TERM TO YOUR OWN 
PRODUCTION PRACTICE? 
IMAGE SUPPORT (Provide an image and/or 
video link of said term being used in a game) 
VIDEO 
GAMES / 
VIDEO 
GAME 
TESTING 
Demo A game demo is a freely distributed 
piece of an upcoming or recently 
released video game. Demos are 
typically released by the 
game's publisher to help consumers get 
a feel of the game before deciding 
whether to buy the full version. 
http://en.wikipedia.org/wiki/Game_de 
mo 
A demo is a free version of the game 
which is released as a teaser or a tester 
for the public to try it is only a small part 
of the game which is soon to be released. 
This helps to give the consumers a better 
insight to the game and they can decide 
whether to buy it or not. 
https ://www.youtube.com/watch?v=HOfll06X16c 
Beta An early testing of a game that is 
sometimes allowed to the public. 
Usually to test and see the problems of 
the game before the finally version is 
released. What particular game's beta 
are you interested in? 
https://answers.yahoo.com/question/in 
dex?qid=20100805174050AAuioAp 
A Beta is a first released of the game 
before the game is released or updated 
they release this so people can get a feel 
for the game is like and what they are 
expecting when it is released. 
https ://www.youtube.com/watch?v=AxzZ3s5_Qf8 
Alpha Well, an alpha test is performed by the 
programmers themselves to ensure they 
got everything right in their eyes so right 
now the fb alpha game is out technically 
from scratch done by the company. A 
An alpha is a release for the programmers 
themselves to make sure they haven’t got 
anything wrong so they can progress and 
ensure the game is at a top quality before 
releasing the game. 
http://s tore.steampowered.com/app/39000/
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
beta test is the second phase of 
software testing in which a sampl ing of 
the intended audience tries the product 
out and gives feedback :) (in games, 
feedback might be on forums or 
compplaints, But in the new firefox beta 
4.0 (the new version being tested:from 
the original Mozilla Firefox) u can give 
straight feedback to the Firefox 
company  
https://answers.yahoo.com/question/in 
dex?qid=20110119184650AAfwy7x 
Pre-Alpha Pre-Alpha is a standard term to denote a 
number of interim milestones between 
prototyping and alpha, each of which 
includes new functionality and/or game 
content. Pre-alphas often mandate 
incremented improvements on a 
number of parallel areas in a project, 
but rarely expect any one of those areas 
to be complete. The exact content of 
each pre-alpha is often an ongoing 
discussion between producers on the 
team and those at the publisher. 
Pre-alphas are usually followed by 
alpha, beta, release candidate and gold 
master milestones. 
http://www.whatgamesare.com/pre-alpha. 
html 
Pre alpha is like an early version of the 
game I would use this to get the public 
excited and to get feedback on the game 
for any improvements. 
https ://www.youtube.com/watch?v=U1gdjzQ70yo 
Gold It means that the development cycle is 
complete. As well as the Bug Fixing cycle 
(doesn't mean that bugs can't be 
discovered later). And the Master Disc 
(gold) is off to the factory for replication 
and distribution 
Gold is when the beta testing has been 
successful and passed the entire test and 
the game can now be duplicated and sold. 
http://www.gamespot.com/articles/destiny-has-gone-gold- 
ready-to-launch-september-9/1100-6421881/
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
3 
http://www.gamespot.com/forums/play 
station-discussion-1000002/what-does-it- 
mean-when-a-game-goes-gold- 
26614050/ 
Debug Debug mode usually lets the user 
change many aspects of the game if you 
know how to use them properly. On the 
other hand debug mode is a mode 
which the programmer or the developer 
of the game can control and change 
many things and see many details to 
debug his game, as the it's name(debug 
mode) also says. By a little search I 
found some other definitions: 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 is of 
benefit to the programmers working on 
the games. Examples of debug are 
Object Debug, Night Mode and 
Placement Debug. It also makes collision 
blocks,invisible blocks which can't be 
passed normally, appear. (Form: 
http://info.sonicretro.org/Debug_mode) 
The debug menu is a special menu that 
the programmers used to test the game 
and debug it (hence, the name "Debug 
menu"). This allows us to do everything 
they did when making the game, 
including a great deal of options that are 
not normally available. 
http://www.answers.com/Q/What_is_d 
ebug_mode_in_gaming 
Debugging versions of the game aren’t 
just early versions. When you are 
developing the game, you typically have 
two main options every time you want to 
build the code into an executable program 
a release build which is as close to the 
final copy as you can get, and a debug 
build which is assembled in such a way 
lets developers and designers step 
through portions of the code easier, to 
figure out problems debug remove bugs 
from the game. 
https ://www.youtube.com/watch?v=mqnLB719Rzw 
Automation Every software development group tests Automation shows that you can see other https ://www.youtube.com/watch?v=RbSlW8jZFe8
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
its products, yet delivered software 
always has defects. Test engineers strive 
to catch them before the product is 
released but they always creep in and 
they often reappear, even with the best 
manual testing processes. Automated 
software testing is the best way to 
increase the effectiveness, efficiency 
and coverage of your software testing. 
http://support.smartbear.com/articles/t 
estcomplete/manager-overview/ 
people playing the game and what it’s like 
and what are the pros and cons to the 
game. 
White-Box 
Testing 
1. White-box testing (also known as 
clear box testing, glass box testing, 
transparent box testing, and 
structural testing) is a method 
of testingsoftware that tests internal 
structures or workings of an application, 
as opposed to its functionality (i.e. 
black-box testing). 
http://en.wikipedia.org/wiki/White-box_ 
testing 
White-box testing is when people test a 
certain type of game. They test the data 
to see if the game is acceptable or not. 
http://www.youtube.com/watch?v=3bJcvBLJViQ 
Bug Sometimes called a glitch, a bug is just 
something wrong with the program. 
Sometimes it might be not serious 
maybe something like when you prone 
on the ground, you might be displayed 
incorrectly. And sometimes it might be 
serious, like in Call of Duty 4 (recently 
fixed) you used to be able to dodge 
headshots by leaning, even though a 
bullet would hit your face, the game 
would register it as a miss. Hope this 
helps. :) 
https://answers.yahoo.com/question/in 
dex?qid=20080622111127AAsXob5 
A bug is a fault in the game. This can make 
it become hard to respond or when 
something starts to brake or disappears 
from the game it can make it hard to fix 
the problem. 
https ://www.youtube.com/watch?v=_k6vZqPNcDo
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
5 
GAME 
ENGINES 
GAME 
ENGINES 
Vertex Shader A Vertex Shader is also GPU component 
and is also programmed using a specific 
assembly-like language, like pixel 
shaders, but are oriented to the scene 
geometry and can do things like adding 
cartoony silhouette edges to objects 
http://stackoverflow.com/questions/83 
2545/what-are-vertex-and-pixel-shaders 
Shader’s are mostly used for lighting in 
video games and the shadow in a 3D 
modelling. 
https ://www.youtube.com/watch?v=7T-ERSwKxDM 
Pixel Shader A Pixel Shader is a GPU (Graphic 
Processing Unit) component that can be 
programmed to operate on a per pixel 
basis and take care of stuff like lighting 
and bump mapping. 
http://stackoverflow.com/questions/83 
2545/what-are-vertex-and-pixel-shaders 
A pixel shader is able to put a lifelike 
affect in a game on a character or a model 
some games use this to improve their 
graphics. 
Post 
Processing 
Technically, here's what it is: 
(And yay, for once they've actually come 
up with a descriptive name, as you'll 
see) 
First, you render your game the normal 
way, except for one thing. Instead of 
rendering to the screen (after which you 
can't do anything with it), you render it 
and save it as a texture. 
Then you load up that texture, run a hell 
of a lot of shaders on that, and render 
the result to the screen. 
Post-processing. Processing done 
Post processing is when you change the 
perceived quality of a video on a playback 
that would be used for the loading screen 
as a still image.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
6 
*after* rendering. 
http://forum.notebookreview.com/gami 
ng-software-graphics-cards/192383- 
what-postprocessing.html 
Rendering Rendering is the process of generating 
an image from a 2D or 3D model (or 
models in what collectively could be 
called a scene file), by means of 
computer programs. Also, the results of 
such a model can be called a rendering. 
A scene file contains objects in a strictly 
defined language or data structure; it 
would contain geometry, 
viewpoint, texture,lighting, 
and shading information as a description 
of the virtual scene. 
http://en.wikipedia.org/wiki/Rendering_ 
(computer_graphics) 
Rendering is when you use a pre-image 
when it is a complete sketch and adding a 
bitmap texture and procedural texture 
lights. 
Normal Map In 3D computer graphics, normal 
mapping, or "Dot3 bump mapping", is a 
technique used for faking the lighting of 
bumps and dents – an implementation 
of bump mapping. It is used to add 
details without using more polygons. A 
common use of this technique is to 
greatly enhance the appearance and 
details of a low polygon modelby 
generating a normal map from a high 
polygon model or height map. 
A normal map uses lighting of the surface 
from the shading point to the light source 
which is dotted with the unit vector 
normally to that surface and the results is 
an intensity of the light from the surface. 
https ://www.youtube.com/watch?v=bgYoXF6QmWw
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
7 
http://en.wikipedia.org/wiki/Normal_m 
apping 
Entity Entity-component-system (ECS) is 
a software architecture pattern that 
implements concepts from Composition 
over inheritance using a database-like 
structure. Common ECS approaches are 
highly compatible with Data-driven 
programming techniques, and the two 
approaches are often combined. 
http://en.wikipedia.org/wiki/Entity_com 
ponent_system 
An example of an Entity system would be 
is that it’ll be used as many systems that 
use larger games and render physics user 
control of a character and non-player 
characters. 
https ://www.youtube.com/watch?v=AeCH1qiSVgo 
UV Map His process projects a texture map onto 
a 3D object. The letters "U" and "V" 
denote the axes of the 2D texture [note 
1] because "X", "Y" and "Z" are already 
used to denote the axes of the 3D object 
in model space. 
UV texturing permits polygons that 
make up a 3D object to be painted with 
colour from an image. The image is 
called a UV texture map,[1] but it's just 
an ordinary image. The UV mapping 
process involves assigning pixels in the 
image to surface mappings on the 
polygon, usually done by 
"programmatically" copying a triangle 
shaped piece of the image map and 
pasting it onto a triangle on the object. 
http://en.wikipedia.org/wiki/UV_mappi 
ng 
UV Mapping is when you process a texture 
map onto 3D objects or image with this 
you get a 3D sculpture of your design. 
https ://www.youtube.com/watch?v=iIvTUDgaXik
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
8 
Procedural 
Texture 
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, stone, 
and others.Usually, the natural look of 
the rendered result is achieved by the 
usage 
of fractal noise and turbulence functions 
. These functions are used as 
a numerical representation of the 
“randomness” found in nature. 
http://en.wikipedia.org/wiki/Procedural 
_texture 
Procedural texture uses solid texturing 
and process where the texture generating 
functions and evaluated over at an each 
visible surface point of a model. Some 
solid textures are an alternative to the 
traditionally 2D textured image. 
https ://www.youtube.com/watch?v=d-NhD18e2YE 
Physics A physics engine is computer 
software that provides an 
approximate simulation of 
certain physical systems, such as rigid 
body dynamics (including collision 
detection), soft body dynamics, 
and fluid dynamics, of use in 
the domains of computer 
graphics, video games and film. Their 
main uses are in video games (typically 
as middleware), in which case 
thesimulations are in real-time. The 
term is sometimes used more generally 
to describe any software system for 
simulating physical phenomena, such 
as high-performance scientific 
simulation. 
http://en.wikipedia.org/wiki/Physics_en 
gine 
Physics generally is two classes of physic 
engines that uses real time and high 
precision and physic engines requires 
more processing power to calculate a very 
precise animated or gameplay. 
https ://www.youtube.com/watch?v=4jS3OHBfffY
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
9 
Collision Algorithms to detect collision in 2D 
games depend on the type of shapes 
that can collide (e.g. Rectangle to 
Rectangle, Rectangle to Circle, Circle to 
Circle). Generally you will have a simple 
generic shape that covers the entity 
known as a "hitbox" so even though 
collision may not be pixel perfect, it will 
look good enough and be performant 
across multiple entities. This article 
provides a review of the most common 
techniques used to provide collision 
detection in 2D games. 
https://developer.mozilla.org/en- 
US/docs/Games/Techniques/2D_collisio 
n_detection 
Collision engine is generally used in 
platform games to make the player 
actually hit walls and stuff and there’s the 
2D type and the 3D type but they all 
accomplish the same thing. 
https ://www.youtube.com/watch?v=xinFrIcQWVg 
Lighting Video and computer games are among 
the most complex forms of interactive 
media. Games simulate many elements 
of traditional media, such as plot, 
characters, sound and music, lighting 
and mise-ĂŠn-scene. However, games are 
digital artifacts played through graphic 
interfaces and controllers. As interactive 
experiences, games are a host of player 
challenges ranging from more deliberate 
decision-making and problem solving 
strategies, to the immediate charge of 
reflex action. Games, thus, draw upon a 
unique mix of player resources, 
contributing to what Lindley refers to as 
the “game-play gestalt,” “a particular 
way of thinking about the game state 
from the perspective of a player, 
Lighting is used to make a complex and 
simplify a character on a game for an 
example making it as real as possible. 
https ://www.youtube.com/watch?v=_IAewbC-ShY
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
10 
together with a pattern of repetitive 
perceptual, cognitive, and motor 
operations” 
http://gamestudies.org/0701/articles/el 
nasr_niedenthal_knez_almeida_zupko 
AA – 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 
Aliasing can occur at any stage during the 
rendering process. The problem stems 
from point is a process used in all 
computer graphics application that 
determines information about it. 
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_d 
etail 
Level of detail concept of a discrete LOD 
and is to provide to various model to 
represent the same object. Obtaining 
those models require and external 
algorithm. 
https ://www.youtube.com/watch?v=sENyBeweaUc
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
11 
Animation Sometimes watching a movie or playing 
a video game can feel like stepping into 
another world, where the impossible is 
possible and the unreal looks only too 
real. With the advent of computer 
animation, movie and video game 
special effects are becoming more and 
more believable, and more and more 
spectacular; let's take a look at just how 
the professional animation teams 
behind the magic create the visuals that 
bedazzle us all. 
http://animation.about.com/od/movie 
magic/ 
2d animation techniques tend to focus on 
image manipulation while 33D techniques 
usually build virtual worlds in which 
characters and objects move and interact. 
3d animation can create images that seem 
real to the viewers. 
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 scene. 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_(co 
mputer_graphics) 
Sprite engine is hardware implementation 
of scan line rendering for each scan line 
the appropriate scan lines of the sprites 
are first copied the number of pixels is 
limited by the memory bandwidth and the 
length of the horizontal retrace into very 
fast, small, multiple limiting the number of 
sprites on a line. 
https ://www.youtube.com/watch?v=Bs8WrnHzHyc 
Scene The scene graph is a structure that 
arranges the logical and often (but not 
necessarily) spatial representation of a 
graphical scene. The definition of a 
scene graph is fuzzy because 
programmers who implement scene 
graphs in applications — and, in 
particular, the games industry — take 
Scene graph for 2d may be useful if your 
content is sufficiently complex and if your 
objects have a number of sub components 
not rigid fixed to the larger body. 
https ://www.youtube.com/watch?v=rKMMCPeiQoc
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
12 
the basic principles and adapt these to 
suit particular applications. This means 
there is no consensus as to what a scene 
graph should be. 
Library The Lightweight Java Game Library 
(LWJGL) is a solution aimed directly at 
professional and amateur Java 
programmers alike to 
enable commercial quality games to be 
written in Java. LWJGL provides 
developers access to high performance 
crossplatform libraries such as OpenGL 
(Open Graphics Library), OpenCL (Open 
Computing Language) and OpenAL 
(Open Audio Library) allowing for state 
of the art 3D games and 3D sound. 
Additionally LWJGL provides access to 
controllers such as Gamepads, Steering 
wheel and Joysticks. All in a simple and 
straight forward API. 
http://lwjgl.org/ 
A library is a class of game engines like 
Novodex(physics) 
https ://www.youtube.com/watch?v=hj8joEt5AnA 
UI User interface design in games differs 
from other UI design because it involves 
an additional element -- fiction. The 
fiction involves an avatar of the actual 
user, or player. The player becomes an 
invisible, but key element to the story, 
much like a narrator in a novel or film. 
This fiction can be directly linked to the 
UI, partly linked, or not at all. Historically 
games didn't have any real link to the 
game's narrative, most likely because 
early games rarely had strong story 
elements. Erik Fagerholt and Magnus 
The term of UI means User Interface is 
often used in the context of personal 
computer system and electronic devices. 
https ://www.youtube.com/watch?v=EkRIUxGFsSU
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
13 
Lorentzon explored theories of game UI 
design in their thesis for Chalmers 
University of Technology titled: Beyond 
the HUD -- User Interfaces for Increased 
Player Immersion in FPS Games. 
http://www.gamasutra.com/blogs/Anth 
onyStonehouse/20140227/211823/User 
_interface_design_in_video_games.php 
Frames Frame rate, also known as frame 
frequency and frames per second (FPS), 
is the frequency (rate) at which an 
imaging device produces unique 
consecutive images called frames. The 
term applies equally well 
to film and videocameras, computer 
graphics, and motion capture systems. 
Frame rate is most often expressed in 
frames per second (FPS) and is also 
expressed in progressive scan monitors 
as hertz (Hz) 
http://en.wikipedia.org/wiki/Frame_rat 
e 
Frames in a computer are a data packet 
on a later of the OSI model. A frame is the 
unit of transmission in a link layer. 
https ://www.youtube.com/watch?v=dEtiNxlTJ8I 
Concept 1. Concept design is the first design stage. 
Feasibility studies and options appraisals 
that the consultant team or 
independent client advisers may have 
previously carried out do not involve 
'design' as such. 
https://www.google.co.uk/?gws_rd=ssl# 
q=what+is+concept+design 
Concept is your idea of a video game that 
you create by developing and planning. 
https ://www.youtube.com/watch?v=3u7gE4034U8 
Event A gaming convention is a gathering that A game event is a show on game that you https ://www.youtube.com/watch?v=P9UIW9eUwoU
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
14 
centered on role-playing 
games, collectible card 
games, miniatures wargames, board 
games, video games, or other types of 
games. These conventions are typically 
two or three days long, and often held 
at either a university or in a convention 
center hotel.[citation needed] The largest 
gaming convention, Spiel, is a trade 
fair held in Essen, Germany that focuses 
on German-style board games and RPGs. 
A similarly large event is Festival Ludique 
International de Parthenay (FLIP), a 
games festival held over twelve days in 
France. 
http://en.wikipedia.org/wiki/Gaming_co 
nvention 
might be interested in so you got to the 
event to find out more like early content 
or release dates. 
Path finding Path finding or pathing is the plotting, 
by a computer application, of the 
shortest route between two points. It is 
a more practical variant on solving 
mazes. This field of research is based 
heavily on Dijkstra's algorithm for 
finding the shortest path on a weighted 
graph. 
http://en.wikipedia.org/wiki/Pathfindin 
g 
Path finder is a design of a realist artificial 
intelligence in a game .It requires a 
system. This will be used in game and 
when using real time. 
https ://www.youtube.com/watch?v=g7SwdmecICU

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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: Kieran Owens RESEARCHED DEFINITION (provide short internet researched definition and URL link) DESCRIBE THE RELEVANCE OF THE RESEARCHED TERM TO YOUR OWN PRODUCTION PRACTICE? IMAGE SUPPORT (Provide an image and/or video link of said term being used in a game) VIDEO GAMES / VIDEO GAME TESTING Demo A game demo is a freely distributed piece of an upcoming or recently released video game. Demos are typically released by the game's publisher to help consumers get a feel of the game before deciding whether to buy the full version. http://en.wikipedia.org/wiki/Game_de mo A demo is a free version of the game which is released as a teaser or a tester for the public to try it is only a small part of the game which is soon to be released. This helps to give the consumers a better insight to the game and they can decide whether to buy it or not. https ://www.youtube.com/watch?v=HOfll06X16c Beta An early testing of a game that is sometimes allowed to the public. Usually to test and see the problems of the game before the finally version is released. What particular game's beta are you interested in? https://answers.yahoo.com/question/in dex?qid=20100805174050AAuioAp A Beta is a first released of the game before the game is released or updated they release this so people can get a feel for the game is like and what they are expecting when it is released. https ://www.youtube.com/watch?v=AxzZ3s5_Qf8 Alpha Well, an alpha test is performed by the programmers themselves to ensure they got everything right in their eyes so right now the fb alpha game is out technically from scratch done by the company. A An alpha is a release for the programmers themselves to make sure they haven’t got anything wrong so they can progress and ensure the game is at a top quality before releasing the game. http://s tore.steampowered.com/app/39000/
  • 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 test is the second phase of software testing in which a sampl ing of the intended audience tries the product out and gives feedback :) (in games, feedback might be on forums or compplaints, But in the new firefox beta 4.0 (the new version being tested:from the original Mozilla Firefox) u can give straight feedback to the Firefox company  https://answers.yahoo.com/question/in dex?qid=20110119184650AAfwy7x Pre-Alpha Pre-Alpha is a standard term to denote a number of interim milestones between prototyping and alpha, each of which includes new functionality and/or game content. Pre-alphas often mandate incremented improvements on a number of parallel areas in a project, but rarely expect any one of those areas to be complete. The exact content of each pre-alpha is often an ongoing discussion between producers on the team and those at the publisher. Pre-alphas are usually followed by alpha, beta, release candidate and gold master milestones. http://www.whatgamesare.com/pre-alpha. html Pre alpha is like an early version of the game I would use this to get the public excited and to get feedback on the game for any improvements. https ://www.youtube.com/watch?v=U1gdjzQ70yo Gold It means that the development cycle is complete. As well as the Bug Fixing cycle (doesn't mean that bugs can't be discovered later). And the Master Disc (gold) is off to the factory for replication and distribution Gold is when the beta testing has been successful and passed the entire test and the game can now be duplicated and sold. http://www.gamespot.com/articles/destiny-has-gone-gold- ready-to-launch-september-9/1100-6421881/
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 http://www.gamespot.com/forums/play station-discussion-1000002/what-does-it- mean-when-a-game-goes-gold- 26614050/ Debug Debug mode usually lets the user change many aspects of the game if you know how to use them properly. On the other hand debug mode is a mode which the programmer or the developer of the game can control and change many things and see many details to debug his game, as the it's name(debug mode) also says. By a little search I found some other definitions: 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 is of benefit to the programmers working on the games. Examples of debug are Object Debug, Night Mode and Placement Debug. It also makes collision blocks,invisible blocks which can't be passed normally, appear. (Form: http://info.sonicretro.org/Debug_mode) The debug menu is a special menu that the programmers used to test the game and debug it (hence, the name "Debug menu"). This allows us to do everything they did when making the game, including a great deal of options that are not normally available. http://www.answers.com/Q/What_is_d ebug_mode_in_gaming Debugging versions of the game aren’t just early versions. When you are developing the game, you typically have two main options every time you want to build the code into an executable program a release build which is as close to the final copy as you can get, and a debug build which is assembled in such a way lets developers and designers step through portions of the code easier, to figure out problems debug remove bugs from the game. https ://www.youtube.com/watch?v=mqnLB719Rzw Automation Every software development group tests Automation shows that you can see other https ://www.youtube.com/watch?v=RbSlW8jZFe8
  • 4. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 4 its products, yet delivered software always has defects. Test engineers strive to catch them before the product is released but they always creep in and they often reappear, even with the best manual testing processes. Automated software testing is the best way to increase the effectiveness, efficiency and coverage of your software testing. http://support.smartbear.com/articles/t estcomplete/manager-overview/ people playing the game and what it’s like and what are the pros and cons to the game. White-Box Testing 1. White-box testing (also known as clear box testing, glass box testing, transparent box testing, and structural testing) is a method of testingsoftware that tests internal structures or workings of an application, as opposed to its functionality (i.e. black-box testing). http://en.wikipedia.org/wiki/White-box_ testing White-box testing is when people test a certain type of game. They test the data to see if the game is acceptable or not. http://www.youtube.com/watch?v=3bJcvBLJViQ Bug Sometimes called a glitch, a bug is just something wrong with the program. Sometimes it might be not serious maybe something like when you prone on the ground, you might be displayed incorrectly. And sometimes it might be serious, like in Call of Duty 4 (recently fixed) you used to be able to dodge headshots by leaning, even though a bullet would hit your face, the game would register it as a miss. Hope this helps. :) https://answers.yahoo.com/question/in dex?qid=20080622111127AAsXob5 A bug is a fault in the game. This can make it become hard to respond or when something starts to brake or disappears from the game it can make it hard to fix the problem. https ://www.youtube.com/watch?v=_k6vZqPNcDo
  • 5. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 5 GAME ENGINES GAME ENGINES Vertex Shader A Vertex Shader is also GPU component and is also programmed using a specific assembly-like language, like pixel shaders, but are oriented to the scene geometry and can do things like adding cartoony silhouette edges to objects http://stackoverflow.com/questions/83 2545/what-are-vertex-and-pixel-shaders Shader’s are mostly used for lighting in video games and the shadow in a 3D modelling. https ://www.youtube.com/watch?v=7T-ERSwKxDM Pixel Shader A Pixel Shader is a GPU (Graphic Processing Unit) component that can be programmed to operate on a per pixel basis and take care of stuff like lighting and bump mapping. http://stackoverflow.com/questions/83 2545/what-are-vertex-and-pixel-shaders A pixel shader is able to put a lifelike affect in a game on a character or a model some games use this to improve their graphics. Post Processing Technically, here's what it is: (And yay, for once they've actually come up with a descriptive name, as you'll see) First, you render your game the normal way, except for one thing. Instead of rendering to the screen (after which you can't do anything with it), you render it and save it as a texture. Then you load up that texture, run a hell of a lot of shaders on that, and render the result to the screen. Post-processing. Processing done Post processing is when you change the perceived quality of a video on a playback that would be used for the loading screen as a still image.
  • 6. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 6 *after* rendering. http://forum.notebookreview.com/gami ng-software-graphics-cards/192383- what-postprocessing.html Rendering Rendering is the process of generating an image from a 2D or 3D model (or models in what collectively could be called a scene file), by means of computer programs. Also, the results of such a model can be called a rendering. A scene file contains objects in a strictly defined language or data structure; it would contain geometry, viewpoint, texture,lighting, and shading information as a description of the virtual scene. http://en.wikipedia.org/wiki/Rendering_ (computer_graphics) Rendering is when you use a pre-image when it is a complete sketch and adding a bitmap texture and procedural texture lights. Normal Map In 3D computer graphics, normal mapping, or "Dot3 bump mapping", is a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons. A common use of this technique is to greatly enhance the appearance and details of a low polygon modelby generating a normal map from a high polygon model or height map. A normal map uses lighting of the surface from the shading point to the light source which is dotted with the unit vector normally to that surface and the results is an intensity of the light from the surface. https ://www.youtube.com/watch?v=bgYoXF6QmWw
  • 7. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 7 http://en.wikipedia.org/wiki/Normal_m apping Entity Entity-component-system (ECS) is a software architecture pattern that implements concepts from Composition over inheritance using a database-like structure. Common ECS approaches are highly compatible with Data-driven programming techniques, and the two approaches are often combined. http://en.wikipedia.org/wiki/Entity_com ponent_system An example of an Entity system would be is that it’ll be used as many systems that use larger games and render physics user control of a character and non-player characters. https ://www.youtube.com/watch?v=AeCH1qiSVgo UV Map His process projects a texture map onto a 3D object. The letters "U" and "V" denote the axes of the 2D texture [note 1] because "X", "Y" and "Z" are already used to denote the axes of the 3D object in model space. UV texturing permits polygons that make up a 3D object to be painted with colour from an image. The image is called a UV texture map,[1] but it's just an ordinary image. The UV mapping process involves assigning pixels in the image to surface mappings on the polygon, usually done by "programmatically" copying a triangle shaped piece of the image map and pasting it onto a triangle on the object. http://en.wikipedia.org/wiki/UV_mappi ng UV Mapping is when you process a texture map onto 3D objects or image with this you get a 3D sculpture of your design. https ://www.youtube.com/watch?v=iIvTUDgaXik
  • 8. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 8 Procedural Texture 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, stone, and others.Usually, the natural look of the rendered result is achieved by the usage of fractal noise and turbulence functions . These functions are used as a numerical representation of the “randomness” found in nature. http://en.wikipedia.org/wiki/Procedural _texture Procedural texture uses solid texturing and process where the texture generating functions and evaluated over at an each visible surface point of a model. Some solid textures are an alternative to the traditionally 2D textured image. https ://www.youtube.com/watch?v=d-NhD18e2YE Physics A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film. Their main uses are in video games (typically as middleware), in which case thesimulations are in real-time. The term is sometimes used more generally to describe any software system for simulating physical phenomena, such as high-performance scientific simulation. http://en.wikipedia.org/wiki/Physics_en gine Physics generally is two classes of physic engines that uses real time and high precision and physic engines requires more processing power to calculate a very precise animated or gameplay. https ://www.youtube.com/watch?v=4jS3OHBfffY
  • 9. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 9 Collision Algorithms to detect collision in 2D games depend on the type of shapes that can collide (e.g. Rectangle to Rectangle, Rectangle to Circle, Circle to Circle). Generally you will have a simple generic shape that covers the entity known as a "hitbox" so even though collision may not be pixel perfect, it will look good enough and be performant across multiple entities. This article provides a review of the most common techniques used to provide collision detection in 2D games. https://developer.mozilla.org/en- US/docs/Games/Techniques/2D_collisio n_detection Collision engine is generally used in platform games to make the player actually hit walls and stuff and there’s the 2D type and the 3D type but they all accomplish the same thing. https ://www.youtube.com/watch?v=xinFrIcQWVg Lighting Video and computer games are among the most complex forms of interactive media. Games simulate many elements of traditional media, such as plot, characters, sound and music, lighting and mise-ĂŠn-scene. However, games are digital artifacts played through graphic interfaces and controllers. As interactive experiences, games are a host of player challenges ranging from more deliberate decision-making and problem solving strategies, to the immediate charge of reflex action. Games, thus, draw upon a unique mix of player resources, contributing to what Lindley refers to as the “game-play gestalt,” “a particular way of thinking about the game state from the perspective of a player, Lighting is used to make a complex and simplify a character on a game for an example making it as real as possible. https ://www.youtube.com/watch?v=_IAewbC-ShY
  • 10. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 10 together with a pattern of repetitive perceptual, cognitive, and motor operations” http://gamestudies.org/0701/articles/el nasr_niedenthal_knez_almeida_zupko AA – 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 Aliasing can occur at any stage during the rendering process. The problem stems from point is a process used in all computer graphics application that determines information about it. 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_d etail Level of detail concept of a discrete LOD and is to provide to various model to represent the same object. Obtaining those models require and external algorithm. https ://www.youtube.com/watch?v=sENyBeweaUc
  • 11. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 11 Animation Sometimes watching a movie or playing a video game can feel like stepping into another world, where the impossible is possible and the unreal looks only too real. With the advent of computer animation, movie and video game special effects are becoming more and more believable, and more and more spectacular; let's take a look at just how the professional animation teams behind the magic create the visuals that bedazzle us all. http://animation.about.com/od/movie magic/ 2d animation techniques tend to focus on image manipulation while 33D techniques usually build virtual worlds in which characters and objects move and interact. 3d animation can create images that seem real to the viewers. 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 scene. 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_(co mputer_graphics) Sprite engine is hardware implementation of scan line rendering for each scan line the appropriate scan lines of the sprites are first copied the number of pixels is limited by the memory bandwidth and the length of the horizontal retrace into very fast, small, multiple limiting the number of sprites on a line. https ://www.youtube.com/watch?v=Bs8WrnHzHyc Scene The scene graph is a structure that arranges the logical and often (but not necessarily) spatial representation of a graphical scene. The definition of a scene graph is fuzzy because programmers who implement scene graphs in applications — and, in particular, the games industry — take Scene graph for 2d may be useful if your content is sufficiently complex and if your objects have a number of sub components not rigid fixed to the larger body. https ://www.youtube.com/watch?v=rKMMCPeiQoc
  • 12. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 12 the basic principles and adapt these to suit particular applications. This means there is no consensus as to what a scene graph should be. Library The Lightweight Java Game Library (LWJGL) is a solution aimed directly at professional and amateur Java programmers alike to enable commercial quality games to be written in Java. LWJGL provides developers access to high performance crossplatform libraries such as OpenGL (Open Graphics Library), OpenCL (Open Computing Language) and OpenAL (Open Audio Library) allowing for state of the art 3D games and 3D sound. Additionally LWJGL provides access to controllers such as Gamepads, Steering wheel and Joysticks. All in a simple and straight forward API. http://lwjgl.org/ A library is a class of game engines like Novodex(physics) https ://www.youtube.com/watch?v=hj8joEt5AnA UI User interface design in games differs from other UI design because it involves an additional element -- fiction. The fiction involves an avatar of the actual user, or player. The player becomes an invisible, but key element to the story, much like a narrator in a novel or film. This fiction can be directly linked to the UI, partly linked, or not at all. Historically games didn't have any real link to the game's narrative, most likely because early games rarely had strong story elements. Erik Fagerholt and Magnus The term of UI means User Interface is often used in the context of personal computer system and electronic devices. https ://www.youtube.com/watch?v=EkRIUxGFsSU
  • 13. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 13 Lorentzon explored theories of game UI design in their thesis for Chalmers University of Technology titled: Beyond the HUD -- User Interfaces for Increased Player Immersion in FPS Games. http://www.gamasutra.com/blogs/Anth onyStonehouse/20140227/211823/User _interface_design_in_video_games.php Frames Frame rate, also known as frame frequency and frames per second (FPS), is the frequency (rate) at which an imaging device produces unique consecutive images called frames. The term applies equally well to film and videocameras, computer graphics, and motion capture systems. Frame rate is most often expressed in frames per second (FPS) and is also expressed in progressive scan monitors as hertz (Hz) http://en.wikipedia.org/wiki/Frame_rat e Frames in a computer are a data packet on a later of the OSI model. A frame is the unit of transmission in a link layer. https ://www.youtube.com/watch?v=dEtiNxlTJ8I Concept 1. Concept design is the first design stage. Feasibility studies and options appraisals that the consultant team or independent client advisers may have previously carried out do not involve 'design' as such. https://www.google.co.uk/?gws_rd=ssl# q=what+is+concept+design Concept is your idea of a video game that you create by developing and planning. https ://www.youtube.com/watch?v=3u7gE4034U8 Event A gaming convention is a gathering that A game event is a show on game that you https ://www.youtube.com/watch?v=P9UIW9eUwoU
  • 14. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 14 centered on role-playing games, collectible card games, miniatures wargames, board games, video games, or other types of games. These conventions are typically two or three days long, and often held at either a university or in a convention center hotel.[citation needed] The largest gaming convention, Spiel, is a trade fair held in Essen, Germany that focuses on German-style board games and RPGs. A similarly large event is Festival Ludique International de Parthenay (FLIP), a games festival held over twelve days in France. http://en.wikipedia.org/wiki/Gaming_co nvention might be interested in so you got to the event to find out more like early content or release dates. Path finding Path finding or pathing is the plotting, by a computer application, of the shortest route between two points. It is a more practical variant on solving mazes. This field of research is based heavily on Dijkstra's algorithm for finding the shortest path on a weighted graph. http://en.wikipedia.org/wiki/Pathfindin g Path finder is a design of a realist artificial intelligence in a game .It requires a system. This will be used in game and when using real time. https ://www.youtube.com/watch?v=g7SwdmecICU