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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: 
Jake Hyatt 
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 It i s my opinion that a demo in games is a 
demonstration of how the game is played. It 
wi l l normally tell you about how to go about 
playing in the game in detail and will normally 
take you through several boards of the game, 
thi s is normally used to give you a feel for the 
game and weather you might l ike the game 
and how i t is played i f you are purchasing it. It 
al so help to play through as far as you can 
before the demo period normally ends. 
https ://answers.yahoo.com/question/index?qi 
d=20090423022627AA9nGkS 
When the game is completely 
finished to the best it can I will 
release a demo of the game 
which will be a teaser allowing 
the player to get up to a certain 
point in the game before they are 
cut off and unable to play 
anymore. This will create hype 
for the game before it i s finally 
released. 
https ://www.youtube.com/watch?v=pMUv4HW6X-0 
Beta Beta is when the game is coming 
along and everything is sort of 
finalized and it's during a stage when 
bugs and errors are being ironed out. 
http://forum.ea.com/eaforum/posts/list/4405 
11.page 
After deciding what functions to 
implement into the game I will 
create an almost final copy of the 
game (The beta) and this will be 
tes ted and played multiple times 
by a professional so that the 
results are accurate and so that 
every pos sible glitch/bug is 
found. When the data i s collected 
I wi l l begin to debug the game. 
https ://www.youtube.com/watch?v=l9D3jH964oY 
Alpha Alpha is where they test the game 
and change what needs to be 
changed. This is when you will see 
When I have implemented all the 
functions and features I will 
develop the game further and in 
https ://www.youtube.com/watch?v=ka8HUofCEzU
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
2 
more info coming out because they 
can finally confirm what has made the 
cut and what hasn't. 
http://forum.ea.com/eaforum/posts/list/4405 
11.page 
more detail to create one 
mi s sion/level/task to be tested 
by a professional and I will then 
get feedback for what was good 
and what was bad. Off this test I 
wi l l decide what game functions 
to implement into the game. 
Pre-Alpha Pre-alpha is basically implementing all 
the systems and features in the 
game. Once all those systems are in 
the game then they move on to 
Alpha. 
http://forum.ea.com/eaforum/posts/list/4405 
11.page 
I would think of a game concept 
and create a pre-alpha which will 
bas ically have player movement, 
a map, and possibly combat to 
see if the community would 
enjoy i t so that I could develop it 
further. It will also tell me what is 
mi s sing from the game and what 
to add to improve it. 
https ://www.youtube.com/watch?v=NEAokUUM4Zw 
Gold Basically, when a game goes "gold", 
the beta-testing phase has been 
successful and passed, therefore 
allowing the game to be 
duplicated/produced and published for 
retail sale. 
https ://answers.yahoo.com/question/index?qi 
d=20070607052358AAxntHM 
When my game goes gold I will 
announce this and will then begin 
to mas s produce it to then be put 
into s tores and bundle deals to 
sell the most amount of copies as 
pos sible. 
http://www.youtube.com/watch?v=XkzY3L_WPTU 
Debug In computers, debugging is the process of 
locating and fixing or bypassing bugs (errors) in 
computer program code or the engineering of 
a hardware device. 
http://searchsoftwarequality.techtarget.com/d 
efinition/debugging 
After I have conducted the pre-alpha, 
alpha and beta tests I will 
locate the bugs/glitches and 
change the coding so that they 
no longer exist or can no longer 
be exploited. 
http://www.thelostworlds.net/SR1/The_Debug_Menu.html 
Automation Automation i s when you have a programme 
that tes ts the game for you by typing in a 
certa in programme and then letting it test the 
game repeatedly until you want i t to stop. 
Automation testing would be 
useful because it takes away the 
human errors that could occur 
during the testing stage but also 
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 
3 
for a person the constantly play 
the same game over and over 
would get tedious whereas the 
automatic system could go 
forever. 
White-Box 
Testing 
White Box Testing is a software testing 
method in which the internal structure/ 
design/ implementation of the item being 
tested is known to the tester. 
http://softwaretestingfundamentals.com/diffe 
rences-between-black-box-testing-and-white-box- 
testing/ 
I would use the method of white 
box tes ting with a 
participant/tester who would 
know everything about the game 
before hand so that they would 
al ready have an idea of how i t 
should work, what should 
happen and what the final game 
should be like. 
https ://www.youtube.com/watch?v=3bJcvBLJViQ 
Bug A mi s take, or bug, usually in a computer 
program or a video game. 
“Dude , did you hear about the glitch in 
Counter-Strike 1.6 that lets you shoot your 
pi s tol when your shield is up?” 
http://www.urbandictionary.com/define.php?t 
erm=Gl itch 
Bugs are when something 
happens in the game which 
wa s n’t meant to be 
there/happen. Bugs can be 
exploited and manipulated so 
skip sections of the game or to 
level up at an incredible rate. 
https ://www.youtube.com/watch?v=K3g2840zXKY 
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, etc. 
http://s tackoverflow.com/questions/832545/w 
hat-are-vertex-and-pixel-shaders 
Vertex shaders could be useful if I 
wanted my game to have a 
cartoon look to it i f my ta rget 
audience was children or people 
of a young age. However if I 
wanted my game to look realistic 
then I would not use the vertex 
shaders. 
http://www.evl.uic.edu/aej/525/lecture02.html
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
4 
GAME 
ENGINES 
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://s tackoverflow.com/questions/832545/w 
hat-are-vertex-and-pixel-shaders 
Pixel shaders are also useful as 
they can shade each pixel to the 
correct amount and this shader 
makes your game look more 
realistic rather than a cartoon 
s tyle which would be better for a 
more s erious game that isn’t 
aimed at children. 
http://www.overclock.net/t/12577/pixel-shader-v2-vs-v3 
Post 
Processing 
Post-processing allows effects to be used 
that require awareness of the entire image 
(since normally each 3D object is rendered 
in isolation). Such effects include: High 
dynamic range rendering. 
http://en.wikipedia.org/wiki/Video_post-processing 
I would use post processing to 
add the final details onto any 
aspects that I feel needs to be 
improved to blend in with the 
whol e image or s cene. 
http://nightsheep.deviantart.com/art/The-power-of-Post-Processing- 
90463976 
Rendering Rendering is the process of generating an 
image from a model (or models in what 
collectively could be called a scene file), by 
means of computer programs. 
http://www.princeton.edu/~achaney/tmve/ 
wiki100k/docs/Rendering_(computer_graphic 
s).html 
Rendering is extremely useful 
because i t allows my 
game/scenes to become 
perfectly l ighted and shaded 
depending on where the camera 
i s and where the l ight source is. It 
would also allow me to create a 
3D s cene and then turn i t into a 
2D image. 
http://www.youtube.com/watch?v=0Ysc9PViwgM 
Normal Map A normal map is a way of adding high-resolution 
detail to a game ready (low 
resolution) model, without drastically affecting 
the game's performance. 
http://3d.about.com/od/3d-101-The- 
Bas ics/tp/Current-Gen-Gameart-Workflow- 
What-Is-Normal-Mapping.htm 
Thi s would be useful because it 
means that the game could first 
be released with low resolution 
but could later have an update to 
change i t to a high resolution i f 
the game becomes popular and 
sells a mass amount of copies. 
https ://www.youtube.com/watch?v=yHzIx41eiD4
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
5 
Entity In a database, anything about which 
information can be stored; for example, a 
person, concept, physical object or event. 
Typically refers to a record structure. 
http://www.yourdictionary.com/entity 
Enti ties are also good in a game 
because i t creates a challenge for 
the pl ayer s o that your game isn’t 
too easy and can be completed 
without any work at all. Examples 
of enti ties are enemies, buttons, 
levers, moving platforms and 
cannons/balls. 
http://elderscrolls.wikia.com/wiki/Uthgerd_the_Unbroken 
UV Map When you do UV mapping, you are remapping 
the XYZ coordinates of your object in a new 3D 
space. The coordinates of this space are 
renamed UVW to distinguish from XYZ. 
http://blenderartists.org/forum/archive/index. 
php/t-173777.html 
UV mapping would be useful as it 
means that I can add any texture 
or image to any shape/object 
easily making the game making 
process quicker and simpler to 
use. 
http://www.youtube.com/watch?v=iIvTUDgaXik 
Procedural 
Texture 
An algorithmic way of describing a texture. 
Unl ike a bitmapped texture, in which the 
texture i s represented as a bitmap, a 
procedural texture describes the texture 
mathematically. Although not widely used, this 
method is resolution independent and can 
create more precise textures, especially i f 
there i s great and varying depth to the objects 
being textured. Procedural textures may be 2D 
or 3D. 
http://www.pcmag.com/encyclopedia/term/4 
9743/procedural-texture 
Procedural textures are 
important so that the player can 
di s tinguish the difference 
between materials because i f 
they were all the same then the 
level would be hard to navigate 
and cause the player to become 
frus trated. However with 
procedural textures you cane 
make something look like metal, 
wood, marble, gravel etc.. this 
makes the game more enjoyable 
as i t is easier to navigate and tell 
which object is made of what 
material. 
http://www.inear.se/2010/05/knocking-on-procedural- 
wood/
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
6 
Physics The branch of s cience concerned with the 
nature and properties of matter and energy. 
The subject matter of physics includes 
mechanics, heat, l ight and other radiation, 
sound, electricity, magnetism, and the 
s tructure of atoms. 
http://www.oxforddictionaries.com/definition/ 
english/physics 
Phys ics are important if you want 
to make your game more realistic 
and enjoyable, the main physic 
that you need is gravity so that if 
your player jumps then they 
would fall back down instead of 
jus t floating away or s taying on 
the cei ling. 
http://www.solidsmack.com/rockin-cool-stuff/incredible-game-engine- 
has-better-physics-simulation-that-3d-software/ 
Collision Col l ision detection is an essential part in 3D 
games. It ensures that the game physics are 
relatively realistic, so that an object does not 
cut through other objects or hovers when it 
should fall. How well a game can detect 
col l isions i s an integral part of the believability 
and enjoyment of the game. A poorly 
implemented collision detection system can be 
a bane to a product, whereas an excellent 
implementation can produce amazing results. 
http://www.edenwaith.com/products/pige/tut 
orials/collision.php 
Col l ision detection is 
fundamental in every game 
because i t allows the player to 
s tand on objects, pick up objects, 
hi t enemies and not be able to 
jump through walls. I would use a 
col l ision detector on every aspect 
of the game that needed i t so 
that. 
http://www.gamedev.net/page/resources/_/technical/game-programming/ 
general-collision-detection-for-games-using-ell-r1026 
Lighting Lighting is one of the most important and 
influential elements in environments. It 
has the power to make or break the 
visuals, theme and atmosphere. It creates 
atmosphere. It makes places look 
scary/cozy or warm/cold. It augments the 
three dimensional feel of objects and it 
creates composition and balance to lead 
the player's eyes around. 
http://www.moddb.com/tutorials/lighting-in-game- 
environments-the-hows-and-whys 
Lighting i s very important 
be ca use i t doesn’t just light up 
the area in which the player i s 
but i t can also make items look 
3D which makes the game look 
better. It can also s et the tone of 
the area, if everywhere had the 
same lighting then the players 
mood wouldn’t change but if the 
l ighting got darker then it would 
be a s erious part of the game 
(bos s battle) but i f i t got lighter 
then that area would be easy 
going (bonus round). 
http://www.moddb.com/tutorials/lighting-in-game-envi ronments-the-hows 
-and-whys
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
7 
AA – Anti- 
Aliasing 
Smoothing the jagged appearance of diagonal 
l ines in a bitmapped image. The pixels that 
surround the edges of the line are changed to 
varying shades of gray or color in order to 
blend the sharp edge into the background. This 
technique is also called "dithering," but is 
usually known as anti-aliasing when applied to 
diagonal and curved lines. 
http://www.pcmag.com/encyclopedia/term/3 
7810/anti -aliasing 
Anti -Aliasing allows lines to blend 
in more by using colours that are 
a mix of the line and the 
background so that they 
ha rmonise easier and don’t look 
blocky. This is useful because by 
s imply using this i t makes the 
overall appearance of your game 
look better. 
https ://www.youtube.com/watch?v=hqi0114mwtY 
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/definition/11791 
/level-of-detail-lod 
My game would have a high level 
of design meaning more polygons 
as i t would all the close up which 
would make it easy to spot 
gra phical errors if I didn’t have a 
high level of design. 
http://www.youtube.com/watch?v=NSclvuioZhc 
Animation The manipulation of electronic images by 
means of a computer in order to create moving 
images. 
http://www.oxforddictionaries.com/definition/ 
english/animation 
Animation could be useful to 
create small cut s cenes in the 
game that does a quick sweep of 
the next level that the player 
would be facing. 
https ://www.youtube.com/watch?v=dQjtvAkfRL8 
Sprite a sprite i s a two-dimensional image or 
animation that i s integrated into a larger scene. 
http://graphicdesign.stackexchange.com/quest 
ions/7771/what-is-a-sprite 
I would include sprites, most 
l ikely the enemies would be 
s pri tes and they wouldn’t need 
al l the motions that the main 
pl a yer has and they a lso wouldn’t 
need to be in as much detail. 
http://blogs.unity3d.com/2013/08/28/unity-native-2d-tools/ 
Scene Small video clips that help to tell you 
the story when an in game moment 
would not be sufficient. 
I would use scenes i f I wanted the 
player to focus on something 
specific l ike the exit or the 
objects that they need and where 
they need to take them to in 
order for them to complete a 
puzzl e.
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
8 
http://www.gamespot.com/the-last-of-us/user-reviews/2200- 
12566086/ 
Library A software library is a suite of data and 
programming code that is used to develop 
software programs and applications. It is 
designed to assist both the programmer 
and the programming language compiler in 
building and executing software. 
http://www.techopedia.com/definition/3828/s 
oftware-library 
A software library would be 
useful because it means that 
everything I need would all be in 
one place making i t easy to find. 
http://docs.oracle.com/cd/E24628_01/doc.121/e24473/softwarelib.ht 
m#EMADM11674 
UI Vi sual part of computer application or 
operating system through which a user 
interacts with a computer or a software. 
http://www.businessdictionary.com/definition 
/user-interface.html 
My game/game menu would 
have an easy to navigate user 
interface because it makes the 
ga me more enjoyable i f i t isn’t 
di fficult to turn on/off certain 
settings. 
http://www.youtube.com/watch?v=P7G0eYHIfzI 
Frames A frame is uniquely defined by a 
combination of the image to be 
displayed and the time the image is 
to be displayed. A sequence of frames 
makes an animation. Each frame is 
displayed on the screen until the next 
frame overwrites it. 
http://www.cprogramming.com/tutorial/anim 
ation/frames_and_layers.html 
Frames are useful if you want to 
create an animation that gets 
triggered by the player e.g. they 
do something each time they 
finish the level but has no control 
over the character while this 
happens as it was scripted. 
http://www.developingwebs.net/flash/frameXframeanimation.php 
Concept A conce pt is a thought or i dea. It’s a general 
idea about a thing or a group of things. 
http://www.vocabulary.com/dictionary/conce 
pt 
I would come up with a lot of 
concept ideas for the puzzles, 
characters, enemies and maps. 
After created these I would then 
ge t pe ople’s opinions on each of 
them and only implement the 
mos t l iked ones into the game 
making process. 
http://www.gearboxsoftware.com/community/articles/1099/inside-the- 
box-you-still-don-t-know-jack
Salford City College 
Eccles Sixth Form Centre 
BTEC Extended Diploma in GAMES DESIGN 
Unit 73: Sound For Computer Games 
IG2 Task 1 
9 
Event An event i s when something happens at a 
certa in time such as when the player interacts 
wi th s omething, it’s a certain ti me of day or i f 
the player has entered a certain area. 
I would use events in my game 
because i t makes it more 
interactive for the user and it also 
gets their brains working as they 
would have to solve the puzzles 
of how to advance to the next 
level. 
http://www.youtube.com/watch?v=s50JKbpDJ_4 
Pathfinding Pathfinding is a term used mostly by computer 
applications to plot the best route from point A 
to point B. It is a more realistic variant on 
solving mazes. 
Used in a wide variety of games, it refers to AI 
finding a path around an obstacle, such as a 
wal l, door, or bookcase. 
http://pathfinding.askdefinebeta.com/ 
I wold use pathfinding so that the 
AI e nemies in the game didn’t 
jus t wonder off the screen and 
ki l l themselves as this would 
make the game too easy. I would 
set the paths for the enemies so 
that i t gives the player a 
chal lenge. 
http://en.wikipedia.org/wiki/Pathfinding

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Jake hyatt 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: Jake Hyatt 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 It i s my opinion that a demo in games is a demonstration of how the game is played. It wi l l normally tell you about how to go about playing in the game in detail and will normally take you through several boards of the game, thi s is normally used to give you a feel for the game and weather you might l ike the game and how i t is played i f you are purchasing it. It al so help to play through as far as you can before the demo period normally ends. https ://answers.yahoo.com/question/index?qi d=20090423022627AA9nGkS When the game is completely finished to the best it can I will release a demo of the game which will be a teaser allowing the player to get up to a certain point in the game before they are cut off and unable to play anymore. This will create hype for the game before it i s finally released. https ://www.youtube.com/watch?v=pMUv4HW6X-0 Beta Beta is when the game is coming along and everything is sort of finalized and it's during a stage when bugs and errors are being ironed out. http://forum.ea.com/eaforum/posts/list/4405 11.page After deciding what functions to implement into the game I will create an almost final copy of the game (The beta) and this will be tes ted and played multiple times by a professional so that the results are accurate and so that every pos sible glitch/bug is found. When the data i s collected I wi l l begin to debug the game. https ://www.youtube.com/watch?v=l9D3jH964oY Alpha Alpha is where they test the game and change what needs to be changed. This is when you will see When I have implemented all the functions and features I will develop the game further and in https ://www.youtube.com/watch?v=ka8HUofCEzU
  • 2. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 2 more info coming out because they can finally confirm what has made the cut and what hasn't. http://forum.ea.com/eaforum/posts/list/4405 11.page more detail to create one mi s sion/level/task to be tested by a professional and I will then get feedback for what was good and what was bad. Off this test I wi l l decide what game functions to implement into the game. Pre-Alpha Pre-alpha is basically implementing all the systems and features in the game. Once all those systems are in the game then they move on to Alpha. http://forum.ea.com/eaforum/posts/list/4405 11.page I would think of a game concept and create a pre-alpha which will bas ically have player movement, a map, and possibly combat to see if the community would enjoy i t so that I could develop it further. It will also tell me what is mi s sing from the game and what to add to improve it. https ://www.youtube.com/watch?v=NEAokUUM4Zw Gold Basically, when a game goes "gold", the beta-testing phase has been successful and passed, therefore allowing the game to be duplicated/produced and published for retail sale. https ://answers.yahoo.com/question/index?qi d=20070607052358AAxntHM When my game goes gold I will announce this and will then begin to mas s produce it to then be put into s tores and bundle deals to sell the most amount of copies as pos sible. http://www.youtube.com/watch?v=XkzY3L_WPTU Debug In computers, debugging is the process of locating and fixing or bypassing bugs (errors) in computer program code or the engineering of a hardware device. http://searchsoftwarequality.techtarget.com/d efinition/debugging After I have conducted the pre-alpha, alpha and beta tests I will locate the bugs/glitches and change the coding so that they no longer exist or can no longer be exploited. http://www.thelostworlds.net/SR1/The_Debug_Menu.html Automation Automation i s when you have a programme that tes ts the game for you by typing in a certa in programme and then letting it test the game repeatedly until you want i t to stop. Automation testing would be useful because it takes away the human errors that could occur during the testing stage but also https ://www.youtube.com/watch?v=RbSlW8jZFe8
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 3 for a person the constantly play the same game over and over would get tedious whereas the automatic system could go forever. White-Box Testing White Box Testing is a software testing method in which the internal structure/ design/ implementation of the item being tested is known to the tester. http://softwaretestingfundamentals.com/diffe rences-between-black-box-testing-and-white-box- testing/ I would use the method of white box tes ting with a participant/tester who would know everything about the game before hand so that they would al ready have an idea of how i t should work, what should happen and what the final game should be like. https ://www.youtube.com/watch?v=3bJcvBLJViQ Bug A mi s take, or bug, usually in a computer program or a video game. “Dude , did you hear about the glitch in Counter-Strike 1.6 that lets you shoot your pi s tol when your shield is up?” http://www.urbandictionary.com/define.php?t erm=Gl itch Bugs are when something happens in the game which wa s n’t meant to be there/happen. Bugs can be exploited and manipulated so skip sections of the game or to level up at an incredible rate. https ://www.youtube.com/watch?v=K3g2840zXKY 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, etc. http://s tackoverflow.com/questions/832545/w hat-are-vertex-and-pixel-shaders Vertex shaders could be useful if I wanted my game to have a cartoon look to it i f my ta rget audience was children or people of a young age. However if I wanted my game to look realistic then I would not use the vertex shaders. http://www.evl.uic.edu/aej/525/lecture02.html
  • 4. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 4 GAME ENGINES 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://s tackoverflow.com/questions/832545/w hat-are-vertex-and-pixel-shaders Pixel shaders are also useful as they can shade each pixel to the correct amount and this shader makes your game look more realistic rather than a cartoon s tyle which would be better for a more s erious game that isn’t aimed at children. http://www.overclock.net/t/12577/pixel-shader-v2-vs-v3 Post Processing Post-processing allows effects to be used that require awareness of the entire image (since normally each 3D object is rendered in isolation). Such effects include: High dynamic range rendering. http://en.wikipedia.org/wiki/Video_post-processing I would use post processing to add the final details onto any aspects that I feel needs to be improved to blend in with the whol e image or s cene. http://nightsheep.deviantart.com/art/The-power-of-Post-Processing- 90463976 Rendering Rendering is the process of generating an image from a model (or models in what collectively could be called a scene file), by means of computer programs. http://www.princeton.edu/~achaney/tmve/ wiki100k/docs/Rendering_(computer_graphic s).html Rendering is extremely useful because i t allows my game/scenes to become perfectly l ighted and shaded depending on where the camera i s and where the l ight source is. It would also allow me to create a 3D s cene and then turn i t into a 2D image. http://www.youtube.com/watch?v=0Ysc9PViwgM Normal Map A normal map is a way of adding high-resolution detail to a game ready (low resolution) model, without drastically affecting the game's performance. http://3d.about.com/od/3d-101-The- Bas ics/tp/Current-Gen-Gameart-Workflow- What-Is-Normal-Mapping.htm Thi s would be useful because it means that the game could first be released with low resolution but could later have an update to change i t to a high resolution i f the game becomes popular and sells a mass amount of copies. https ://www.youtube.com/watch?v=yHzIx41eiD4
  • 5. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 5 Entity In a database, anything about which information can be stored; for example, a person, concept, physical object or event. Typically refers to a record structure. http://www.yourdictionary.com/entity Enti ties are also good in a game because i t creates a challenge for the pl ayer s o that your game isn’t too easy and can be completed without any work at all. Examples of enti ties are enemies, buttons, levers, moving platforms and cannons/balls. http://elderscrolls.wikia.com/wiki/Uthgerd_the_Unbroken UV Map When you do UV mapping, you are remapping the XYZ coordinates of your object in a new 3D space. The coordinates of this space are renamed UVW to distinguish from XYZ. http://blenderartists.org/forum/archive/index. php/t-173777.html UV mapping would be useful as it means that I can add any texture or image to any shape/object easily making the game making process quicker and simpler to use. http://www.youtube.com/watch?v=iIvTUDgaXik Procedural Texture An algorithmic way of describing a texture. Unl ike a bitmapped texture, in which the texture i s represented as a bitmap, a procedural texture describes the texture mathematically. Although not widely used, this method is resolution independent and can create more precise textures, especially i f there i s great and varying depth to the objects being textured. Procedural textures may be 2D or 3D. http://www.pcmag.com/encyclopedia/term/4 9743/procedural-texture Procedural textures are important so that the player can di s tinguish the difference between materials because i f they were all the same then the level would be hard to navigate and cause the player to become frus trated. However with procedural textures you cane make something look like metal, wood, marble, gravel etc.. this makes the game more enjoyable as i t is easier to navigate and tell which object is made of what material. http://www.inear.se/2010/05/knocking-on-procedural- wood/
  • 6. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 6 Physics The branch of s cience concerned with the nature and properties of matter and energy. The subject matter of physics includes mechanics, heat, l ight and other radiation, sound, electricity, magnetism, and the s tructure of atoms. http://www.oxforddictionaries.com/definition/ english/physics Phys ics are important if you want to make your game more realistic and enjoyable, the main physic that you need is gravity so that if your player jumps then they would fall back down instead of jus t floating away or s taying on the cei ling. http://www.solidsmack.com/rockin-cool-stuff/incredible-game-engine- has-better-physics-simulation-that-3d-software/ Collision Col l ision detection is an essential part in 3D games. It ensures that the game physics are relatively realistic, so that an object does not cut through other objects or hovers when it should fall. How well a game can detect col l isions i s an integral part of the believability and enjoyment of the game. A poorly implemented collision detection system can be a bane to a product, whereas an excellent implementation can produce amazing results. http://www.edenwaith.com/products/pige/tut orials/collision.php Col l ision detection is fundamental in every game because i t allows the player to s tand on objects, pick up objects, hi t enemies and not be able to jump through walls. I would use a col l ision detector on every aspect of the game that needed i t so that. http://www.gamedev.net/page/resources/_/technical/game-programming/ general-collision-detection-for-games-using-ell-r1026 Lighting Lighting is one of the most important and influential elements in environments. It has the power to make or break the visuals, theme and atmosphere. It creates atmosphere. It makes places look scary/cozy or warm/cold. It augments the three dimensional feel of objects and it creates composition and balance to lead the player's eyes around. http://www.moddb.com/tutorials/lighting-in-game- environments-the-hows-and-whys Lighting i s very important be ca use i t doesn’t just light up the area in which the player i s but i t can also make items look 3D which makes the game look better. It can also s et the tone of the area, if everywhere had the same lighting then the players mood wouldn’t change but if the l ighting got darker then it would be a s erious part of the game (bos s battle) but i f i t got lighter then that area would be easy going (bonus round). http://www.moddb.com/tutorials/lighting-in-game-envi ronments-the-hows -and-whys
  • 7. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 7 AA – Anti- Aliasing Smoothing the jagged appearance of diagonal l ines in a bitmapped image. The pixels that surround the edges of the line are changed to varying shades of gray or color in order to blend the sharp edge into the background. This technique is also called "dithering," but is usually known as anti-aliasing when applied to diagonal and curved lines. http://www.pcmag.com/encyclopedia/term/3 7810/anti -aliasing Anti -Aliasing allows lines to blend in more by using colours that are a mix of the line and the background so that they ha rmonise easier and don’t look blocky. This is useful because by s imply using this i t makes the overall appearance of your game look better. https ://www.youtube.com/watch?v=hqi0114mwtY 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/definition/11791 /level-of-detail-lod My game would have a high level of design meaning more polygons as i t would all the close up which would make it easy to spot gra phical errors if I didn’t have a high level of design. http://www.youtube.com/watch?v=NSclvuioZhc Animation The manipulation of electronic images by means of a computer in order to create moving images. http://www.oxforddictionaries.com/definition/ english/animation Animation could be useful to create small cut s cenes in the game that does a quick sweep of the next level that the player would be facing. https ://www.youtube.com/watch?v=dQjtvAkfRL8 Sprite a sprite i s a two-dimensional image or animation that i s integrated into a larger scene. http://graphicdesign.stackexchange.com/quest ions/7771/what-is-a-sprite I would include sprites, most l ikely the enemies would be s pri tes and they wouldn’t need al l the motions that the main pl a yer has and they a lso wouldn’t need to be in as much detail. http://blogs.unity3d.com/2013/08/28/unity-native-2d-tools/ Scene Small video clips that help to tell you the story when an in game moment would not be sufficient. I would use scenes i f I wanted the player to focus on something specific l ike the exit or the objects that they need and where they need to take them to in order for them to complete a puzzl e.
  • 8. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 8 http://www.gamespot.com/the-last-of-us/user-reviews/2200- 12566086/ Library A software library is a suite of data and programming code that is used to develop software programs and applications. It is designed to assist both the programmer and the programming language compiler in building and executing software. http://www.techopedia.com/definition/3828/s oftware-library A software library would be useful because it means that everything I need would all be in one place making i t easy to find. http://docs.oracle.com/cd/E24628_01/doc.121/e24473/softwarelib.ht m#EMADM11674 UI Vi sual part of computer application or operating system through which a user interacts with a computer or a software. http://www.businessdictionary.com/definition /user-interface.html My game/game menu would have an easy to navigate user interface because it makes the ga me more enjoyable i f i t isn’t di fficult to turn on/off certain settings. http://www.youtube.com/watch?v=P7G0eYHIfzI Frames A frame is uniquely defined by a combination of the image to be displayed and the time the image is to be displayed. A sequence of frames makes an animation. Each frame is displayed on the screen until the next frame overwrites it. http://www.cprogramming.com/tutorial/anim ation/frames_and_layers.html Frames are useful if you want to create an animation that gets triggered by the player e.g. they do something each time they finish the level but has no control over the character while this happens as it was scripted. http://www.developingwebs.net/flash/frameXframeanimation.php Concept A conce pt is a thought or i dea. It’s a general idea about a thing or a group of things. http://www.vocabulary.com/dictionary/conce pt I would come up with a lot of concept ideas for the puzzles, characters, enemies and maps. After created these I would then ge t pe ople’s opinions on each of them and only implement the mos t l iked ones into the game making process. http://www.gearboxsoftware.com/community/articles/1099/inside-the- box-you-still-don-t-know-jack
  • 9. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games IG2 Task 1 9 Event An event i s when something happens at a certa in time such as when the player interacts wi th s omething, it’s a certain ti me of day or i f the player has entered a certain area. I would use events in my game because i t makes it more interactive for the user and it also gets their brains working as they would have to solve the puzzles of how to advance to the next level. http://www.youtube.com/watch?v=s50JKbpDJ_4 Pathfinding Pathfinding is a term used mostly by computer applications to plot the best route from point A to point B. It is a more realistic variant on solving mazes. Used in a wide variety of games, it refers to AI finding a path around an obstacle, such as a wal l, door, or bookcase. http://pathfinding.askdefinebeta.com/ I wold use pathfinding so that the AI e nemies in the game didn’t jus t wonder off the screen and ki l l themselves as this would make the game too easy. I would set the paths for the enemies so that i t gives the player a chal lenge. http://en.wikipedia.org/wiki/Pathfinding