The document provides definitions and explanations for various video game design and development terms. It includes terms related to video game testing such as demos, betas, alphas, and gold; game engines such as vertex shaders and pixel shaders; and other terms such as normal maps, entities, UV mapping, procedural textures, physics, collision, lighting, anti-aliasing, animation, sprites, scenes, libraries, user interfaces, frames, concept art, events, and pathfinding. For each term, it provides a short definition from online research along with an example of how the term relates to the author's own video game production practice.
1. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
1
Produce a glossary of terms specific to the methods and principles of Video Game Design and Video Game Terms. Using a provided template,
you must research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the
website you have obtained the definition.
You must also, where possible, provide specific details of how researched definitions relate to your own production practice.
Name: RESEARCHED DEFINITION (provide short internet researched
definition and URL link)
DESCRIBE THE
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
TESTIN
G
Demo A game demo is a freelydistributedpiece of an upcoming or recently
released videogame. Companies release demos to show what theyhave
put in the game.
We would use this
to show offour
products we would
make, so that
employers would
be able to see a
sample of our work.
http://media.gamestats.com/gg/image/object/640/640063/OfficialXboxMagazine_DVDD
isc_issue-02boxart_160w.jpg
Beta a quality-control technique inwhich hardware or software is subjected
to trial inthe environment for which it was designed, usuallyafter
debugging bythe manufacturer andimmediatelyprior to marketing.
http://dictionary.reference.com/browse/beta+test
We would use this
to make sure there
are no bugs andjust
for a quality
assurance.
http://86bb71d19d3bcb79effc-
d9e6924a0395cb1b5b9f03b7640d26eb.r91.cf1.rackcdn.com/wp-
content/uploads/2013/01/warface-beta-download-artwork.jpg
2. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
2
Alpha Well, analpha test is performedbythe programmers themselves to
ensure theygot everythingright in their eyes soright now the Facebook
alpha game is out technicallyfrom scratchdone bythe company…A
beta test is the secondphase of software testing inwhicha sampling of
the intendedaudience triesthe product out andgives feedback (in
games, feedback might be onforums or complaints, But in the new
Firefox beta 4.0 (the new versionbeing tested:from the originalMozilla
Firefox) you cangive straight feedback to the Firefox company
It would helpme
find out what works
well andto see
what people’s first
thoughts are about
the game.
http://www.gamespot.com/videos/destiny-alpha-overview/2300-6419784/
Pre-Alpha Pre-Alpha is like mega earlyversion of the game, before everything is
finalized. Beta is whenthe game is comingalong andeverything is sort
of finalized and it's during a stage whenbugs and errors are being
ironedout.
http://forum.ea.com/eaforum/posts/list/440511.page
I woulduse thisto
make sure
everything inthe
game functioned
properlyand to
make sure there
were no obvious
bugs in the game.
http://media.indiedb.com/images/articles/1/125/124538/auto/prealpha_1.jpg
Gold When games goes into the final copies We would use this
for when the game
is fullyfinished and
the game is fully
readyincodes wise
and wouldmean it
has gone intofull
design.
http://brutalgamer.com/wp-
content/uploads/2011/05/duke_gold1.png
3. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
3
Debug A debugis to identify andremove errors in the game. This comes most
commonlyindebugsoftware to remove programmedbugs anderrors.
We would use this
to make sure the
game ransmoothly
and wasn’t any
problems.
http://vlabworks.com/sites/default/files/default_images/eclipse-main.png
Automation This is when a game effect suchas a particle effect happening by
themselves andit usuallyhappens whenyou reach a certainpart. The
testingof automationis generallyplayingthought the game making sure
stuff will happen onit
We would use
automationto
make stuff happen
automatically
without any
computer action
neededandwe
wouldneed
automationsothat
stuff wouldrun by
themselves
http://www.bobalden.com/ti/jul97_coding.jpg
4. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
4
White-Box
Testing
White-Box testing is a methodof testingsoftware that tests internal
structures or workings of anapplication, as opposedto its functionality
We would use this
to test the games
functionality
http://h71000.www7.hp.com/doc/73final/4518/zk-
4069.gif
Bug A bug is a type of glitchwhich gets through when the game is fully
released such as withSkate 3
We wouldn’t use
bugs because
players wouldbe
able to abuse it
http://www.youtube.com/watch?v=QaptqA_sqVA
GAME
ENGINE
S
Vertex Shader Vertex shaders are run once for eachvertex givento the graphics
processor. The purposeis to transform eachvertex's 3D positionin
virtual space to the 2D coordinate at whichit appears on the screen.
We would use this
to add extra detail
onto stuff suchas
horses
http://www.3dvelocity.com/reviews/6800ultra/technology
/displacement.jpg
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
ENGINE
S
Pixel Shader Pixel shaders, also knownas fragment shaders, compute colour and
other attributes ofeachfragment. The simplest kinds ofpixel shaders
output one screen pixel as a colour value; more complex shaders with
multiple inputs/outputs are alsopossible. Pixel shaders range from
always outputting the same colour, to applyinga lighting value, to doing
bump mapping, shadows, specular highlights, translucencyand other
phenomena. Theycan alter the depthof the fragment.
We would use this
add extra detailinto
environments
http://assets.overclock.net.s3.amazonaws.com/4/4e/4e77
6cf7_vbattach2843.jpeg
Post
Processing
The PostProcessVolume is a special type of volume that can be addedto
a level and, because Unreal Engine 4 does not make use ofpost
processing chains, these volumes are currentlythe onlywayto
manipulate post processingparameters. The new system is not
complete andwe will expose some programmability, but we want the
common cases to be handled verywell bythe system. This makesit
easier for artists/designers to use the systemandfor programmers to
optimize it.
https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProce
ssEffects/index.html
We would use this
to add more detail
into our work
http://gamingdead.com/wp-
content/uploads/2013/05/vlcsnap.jpg
Rendering Rendering is the process of generating animage from a 2D or 3D model
(or models inwhat collectivelycould be called a scene file), bymeans of
computer programs. Also, the results of such a model canbe calleda
rendering.
We would use this
to make the game
look smoothand
clean
http://1.bp.blogspot.com/-
xRWshgWFcPA/UrAEX6J7CKI/AAAAAAAAEj4/aeqvg_CVlao/
s1600/uncharted_2_among_thieves_8.jpg
6. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
6
Normal Map A 2D texture mapis animage added to a 3D model that provides a
higher level ofdetail, wrappingaroundwhatever 3D art you have to
applyor modifycertainattributes like colour, transparency, shininess,
reflection, andhigher detail.
http://gamedevelopment.tutsplus.com/articles/gamedev-glossary-
what-is-a-normal-map--gamedev-3893
We would use this
to make a higher
detail inour maps
http://docs.unity3d.com/uploads/Main/Bumpmap1.png
Entity Suppose there is a drawing function. Thiswouldbe a "System"that
iteratesthroughall entitiesthat have botha physicalanda visible
component, anddraws them.
We would use this
to add stuff like
buildings intoour
maps
http://entitygames.net/assets/griffinFeature.png
UV Map UV mapping is the 3D modeling process ofmaking a 2D image
representation of a 3D model's surface.
We would use this
to start plotting out
characters andthat
http://goanna.cs.rmit.edu.au/~gl/teaching/Interactive3D/2
7. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
7
012/images/uv-unwrap.jpg
Procedural
Texture
A procedural texture is a computer-generatedimage created using an
algorithmintendedto create a realistic representationof natural
elements suchas wood, marble, granite, metal, stone, andothers.
We would use this
to make like a
pattern for the floor
http://en.wikipedia.org/wiki/Procedural_texture#mediavie
wer/File:Procedural_Texture.jpg
Physics Computer animationphysics or game physics involves the introduction
of the laws ofphysics intoa simulation or game engine, particularlyin
3D computer graphics, for the purpose of making the effects appear
more real to the observer. Typically, simulationphysics is onlya close
approximation to real physics, andcomputation is performedusing
discrete values.
We would tryto
make sure the
physics are goodso
that the game
doesn’t endupwith
stuff flying
http://img.gamefaqs.net/screens/9/8/b/gfs_49160_2_1.jp
g
8. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
8
Collision Collisiondetection typicallyrefers to the computational problem of
detecting the intersectionof two or more objects. While the topic is
most often associated withits use in videogames and other physical
simulations, it also has applications inrobotics.
We would make
sure the collision is
good sothat the
player doesn’t end
up going through
walls
http://www.swankworld.net/Games/PC/bigrigs/bigrigclip.j
pg
Lighting The waythe game lights the game upsothat there is light within the
game.
We would use
lightingsothat we
have shadows in
the game which
makes it so we have
a bit of detail
http://gamingbolt.com/wp-content/gallery/best-lighting-
in-games/killzone-2-lighting.jpg
AA – Anti-
Aliasing
Anti-Aliasingis a methodof foolingthe eye that a jagged edge is really
smooth. Anti-Aliasingis often referred ingames andongraphics cards.
In games especiallythe chance to smoothedges ofthe imagesgoes a
long wayto creating a realistic 3D image onthe screen. Remember
though that Anti-Aliasing does not actuallysmooth anyedgesof images
it merelyfools the eye. Like a lot of things theyare onlydesigned to be
good enough. If youcan't tell the difference thenthat's fine. Let’s take a
look at the example belowto demonstrate the effects of Anti-Aliasing.
http://www.pantherproducts.co.uk/index.php?pageid=antialiasing
We would use this
to make edges in
the game look
smoother and not
too jagged when
the user is playing
http://solidlystated.com/content/2011/06/divinity2-anti-
aliasing.jpg
9. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
9
LoD – Level of
Detail
Level of detail is a general design term for videogame landscapesin
which closer objects are renderedwith more polygons thanobjects that
are farther away. Generallyspeaking, the level ofdetail is dictated by
the game's systemrequirements. Giventhe power of modern
processors, verylittle degradationinthe level ofdetail is noticeable
anymore.
http://www.techopedia.com/definition/11791/level-of-detail-lod
We would make
sure the level of
detail canvaryso
that manydifferent
users can playthe
game
http://www.opensg.org/projects/opensg/raw-
attachment/wiki/Tutorial/OpenSG1/NodeCores/lod.png
Animation Animation is whensomethinghappens like a runninganimationwhich
shows the player, or AI movingaround, animation is used a lot ingames
because of their important
We would use this
so that characters
in the game is
animated
http://2.bp.blogspot.com/-ShzTj-
UlO4E/UImpvEbBsfI/AAAAAAAAACQ/pbCHygxn1gM/s1600
/AttackAnimationBreakdown.jpg
Sprite A sprite is an entitywhich is controlledbyusuallythe playor an AI We would onlyuse
this in a 2D game so
that the user had
some type of
control in the game
http://themechanicalmaniacs.com/sprites/misc/rockchines
esprites.gif
10. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
10
Scene A short cut of somethinglike a cinematic or a cut scene. This is a part that
wouldbe usually
usedina cut scene
http://www.freegreatpicture.com/cat/photo-181
Library Is used in2D game engines andis usedto store assets for the game We would use this
to store the game
assets for a 2D
game
http://www.graphic-buffet.com/wp-
content/uploads/2013/04/torque-2d-game-development-
engine.jpg
11. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
11
UI A UI is a user interface whichcanvaryfrom mainmenus to level up
screens depending onthe game, like for example a pause menu.
We would use this
so that there is
somewhere, where
the player can
pause to
http://www.caydenmcleod.com/gallery/game/set-01/set-
01.png
Frames Frame rate, alsoknown as frame frequencyand framesper second
(FPS), is the frequency(rate) at which an imaging device produces
unique consecutive images calledframes.
We would tryto
attain highframes
so it doesn’t seem
like the game is
lagging or being
slow.
http://i.imgur.com/dteRPwI.jpg
Concept Concept art is a form of illustrationusedto conveyanidea for use in
(but not limited to)films, videogames, animation, or comic books
before it is put into the final product.
We would use this
so that we have a
base idea for
characters
12. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
12
http://rashanimations.files.wordpress.com/2012/05/robot
1.jpg
Event A event will happen inthe engine suchas a automation and stuff is set
up using
We would use to
make sure the user
won’t lose interest
in the game
http://www.youtube.com/watch?v=E54ako2f1IE
Pathfinding Pathfinding or pathing is the plotting, bya computer application, of the
shortest route between twopoints. It is a more practical variant on
solving mazes.
We would use this
to make sure there
is paths the AI can
go to.
http://4.bp.blogspot.com/-rU86za56P-
M/T8lA5OxQXZI/AAAAAAAAAP8/A1yCUiULGWI/s1600/Wa
ypoint.jpg