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 havenât 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 ď
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 arenât
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 itâs 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
Shaderâs 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 â 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 itâll 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
ârandomnessâ 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 thereâs 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 âgame-play gestalt,â âa 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
operationsâ
http://gamestudies.org/0701/articles/el
nasr_niedenthal_knez_almeida_zupko
AA â 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 â 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 â and, in
particular, the games industry â 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