Cameron mc rae y1 gd_engineterminology no videos
-
Upload
cameronmcrae901 -
Category
Education
-
view
72 -
download
3
Transcript of Cameron mc rae y1 gd_engineterminology no videos
Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 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: Cameron McRae
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_demo
A game demo is a small section of a game that is freely available for anyone to download and play, to get a feel of the game, and to see what it will be like when it is finished.
http://www.wikinoticia.com/images/bandaanchaeu/bandaancha.eu.shadow.story.5lm.content.demo-juegos-onlive.5hb.cjmlkx2ryl.jpeg
1
Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1
Beta “A test of a new or modified piece of computer software by customers who volunteer to do so.” http://dictionary.reference.com/browse/beta+test
A beta is a stage of development where bugs are being fixed in the game. Most betas have all core functions, and most additional functions. Betas normally occur 2-3 months before the game is released.
http://gamerglitch.com/images/halo3beta.png
http://www.gameinformer.com/b/features/archive/2014/02/16/five-noteworthy-video-game-betas.aspx
Alpha “The game is fully playable but may contain some placeholder art or sounds. Multiplayer only works on LAN. Quality assurance testing begins.” http://www.digitaldreamforge.com/alpha-and-beta/
An alpha is a stage of development where all key functions are in the game, but many assets are only partially done. Alphas normally occur 8-10 months before the game is released.
http://www.gamingupdate.com/images/newsimages/1344966254-forge.jpg
2
Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1
Pre-Alpha “Pre-alpha refers to all activities performed during the software project before testing. These activities can include requirements analysis, software design, software development, and unit testing.” http://en.wikipedia.org/wiki/Software_release_life_cycle#Pre-alpha
A pre-alpha is a stage of development where the game is in its first playable version
http://cdn2-b.examiner.com/sites/default/files/styles/article_large/hash/85/36/85362f6833110064898e15ba24e9d15b.jpg?itok=-L_qkXw5
Gold “A game has ‘Gone Gold’ when the final master copy has been produced at the developer and sent off for replication, packaging and shipment.” http://www.urbandictionary.com/define.php?term=Gone%20Gold
When a game ‘goes gold’, it means that the game is at its final version, and ready to be sent off to manufacturing.
http://gamerinvestments.com/video-game-stocks/wp-content/uploads/2010/02/halo-reach-box-1.jpg
3
Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1
Debug “Debugging is the routine process of locating and removing computer program bugs, errors or abnormalities” http://www.techopedia.com/definition/16373/debugging
Debugging is when as many bugs as possible are found and removed from a game.
http://upload.wikimedia.org/wikipedia/commons/6/64/Coding_Shots_Annual_Plan_high_res-5.jpg
Automation “making an apparatus, a process, or a system operate automatically” http://www.merriam-webster.com/dictionary/automation
Automation is when something is working by itself, without the aid of someone.
http://blog.smartbear.com/wp-content/uploads/2014/02/twitchtv-pokemon-test-automation.png
White-Box Testing
“A software testing technique whereby explicit knowledge of the internal workings of the item being tested are used to select the test data.” http://www.webopedia.com/TERM/W/White_Box_Testing.html
White-box testing is the testing of a game at the source-code level. This is used to prevent errors by checking the code and making sure it works right.
4
Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1
http://www.codeproject.com/KB/cs/autp1/whitebox.jpg
Bug “A software bug is an error, flaw, failure, or fault in a computer program or system that causes it to produce an incorrect or unexpected result, or to behave in unintended ways.” http://en.wikipedia.org/wiki/Software_bug
A video game bug is when something in a game doesn’t work like it was intended to. A bug could be in-game characters moving incorrectly.
http://oyster.ignimgs.com/wordpress/write.ign.com/154747/2013/12/bf3-glitch.jpg
GAME ENGINES
GAME
Vertex Shader
“A programmable function in display adapters that offers graphics application programmer flexibility in rendering an image. The vertex shader is used to transform the attributes of vertices (points of a triangle) such as colour, texture, position and direction from the original colour space to the display space. It allows the original objects to be distorted or reshaped in any manner.” http://encyclopedia2.thefreedictionary.com/Vertex+shading
A vertex shader is used for lighting and shadows on an object within a game.
http://web.media.mit.edu/~gordonw/OpenGL/images/teapot_vertexShader.jpg
5
Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1
ENGINES Pixel Shader “Software that creates special effects using pixels, shading typically takes place on a graphics card. Pixel shading allows for the modification of a pixel's colour, the creation of shadows, highlights and other visual occurrences.” http://www.ehow.com/info_8764308_pixel-shading.html
A pixel shader is a piece of software that makes special effects in a game using pixels. It allows the colour of a pixel to be modified, which can cause the creation of shadows and other visual things.
http://www.beyond3d.com/images/reviews/9100IGP/ps-big.jpg
Post Processing
“Post processing allows different effects to be performed on the scene after it has been rendered, but before outputting it to the viewport.” http://udn.epicgames.com/Three/PostProcessEffectsHome.html
Post processing is a game option that lets different effects be performed in a scene after it’s rendered.
http://1.bp.blogspot.com/-fFQZgFxq0cI/TjDVrLyaNcI/AAAAAAAACS8/cQU-EJyt1HQ/s1600/fxaa001.jpg
6
Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1
Rendering “Rendering is the process of generating an image from a model by means of computer software.” www.autodesk.com/rendering
Rendering in a video game is when the textures and objects are loaded into the game ‘world’.
http://upload.wikimedia.org/wikipedia/en/8/89/Lost_Coast_HDR_comparison.png
Normal Map “A technique used for faking the lighting of bumps and dents” “It is used to add details without using more polygons.” http://en.wikipedia.org/wiki/Normal_mapping
Normal map is a way of faking the lighting in bumps and dents in a game, without using additional polygons.
http://graphics.cs.brown.edu/games/SteepParallax/compare.jpg
Entity “Entity is a dynamic object such as a non-player character or item.” http://en.wikipedia.org/wiki/Entity
An entity is an object in a game like an item or a character.
https://www.packtpub.com/sites/default/files/video_screenshots/03_Loading%20Entity%20through%20Code_0.png
7
Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1
UV Map “UV mapping is the 3D modelling process of making a 2D image representation of a 3D model's surface.” http://en.wikipedia.org/wiki/UV_mapping
UV mapping allows textures to be ‘painted’ onto a 3D object. UV maps can be generated by an application, the artist, or a bit of both.
http://www.creativeobserver.com/img/8471_xrayunwrap_1.0_3ds_max_plug-in_uv_mapping_lg.jpg
Procedural Texture
“Procedural generation is generating content algorithmically rather than manually. In video games this means graphic content for a game can be created by the host computer, instead of pre-rendered artwork being included with game package.” http://en.wikipedia.org/wiki/Procedural_generation
Procedural textures are used to realistically show objects like wood, stone and metals.
http://speciesdevblog.files.wordpress.com/2013/06/proceduraltexturingcomparison.jpg
Physics “A physics engine is also used in computer video games for simulating various actions and reactions in the game. Unlike physics engines used for vehicle and aircraft design, however, the physic engines in video games are used for more real time simulations instead of replicating physics encountered in the real world.” http://www.computerhope.com/jargon/p/physics-engine.htm
A physics engine introduces the laws of physics into a video game, making it more realistic (or less realistic).
http://cdni.wired.co.uk/1920x1280/d_f/FIFA13.jpg
8
Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1
Collision “Collision detection algorithmically calculates impact time by identifying two or more object intersection points. Collision detection is also a virtual interface that determines user and object distance for collision prevention.” http://www.techopedia.com/definition/4778/collision-detection
Collision is when two or more objects in a video game ‘touch’ each other, and the computer recognises it and reacts by either forcing the objects to stop, or move away from each other.
http://www.egameboss.com/wp-content/uploads/2012/09/Collision-System-for-Madden-NFL-12-PS-3-Game.png
Lighting “Lighting or illumination is the deliberate use of light to achieve a practical or aesthetic effect.” http://en.wikipedia.org/wiki/Lighting
Lighting is when light is purposely used to create an effect in the game, either practical or purely for looks.
http://4.bp.blogspot.com/-bJOfCe3T334/UpnxXUmX-YI/AAAAAAAAAGs/5D6Df-PBr7E/s1600/room+part+14.jpg
9
Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1
AA – Anti-Aliasing
“Antialiasing is a way of smoothing edges. Computer monitors display pixels, but real objects have curves and lines. In order to display these on a computer monitor, the edge is often jagged. Antialiasing helps reduce the problem by slightly blurring edges to the point where jagged lines don't show easily or at all.” http://compreviews.about.com/od/PC-Gaming/a/What-is-antialiasing-in-PC-games.htm
Anti-Aliasing is an option in a game to smooth out the edges of objects and other in-game assets.
http://www.hamst3r.com/images/aacomparison.jpg
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. Generally speaking, the level of detail is dictated by the game's system requirements.” http://www.techopedia.com/definition/11791/level-of-detail-lod
The level of detail is when closer objects get rendered, and they have more polygons than objects that are further away. The amount of polygons that are rendered depends on the game requirements.
http://cdn.tutsplus.com/gamedev/authors/michael-james-williams/3D_Primer_For_Game_Developers_fullsize_LOD-Models.jpg
10
Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1
Animation “Art and animation in video games refers to how things physically look, which includes everything from the packaging on a retail video game, to the texture of the skin on each character, to the graphical user interface, to the way a character rolls her ankle when she walks. It does not include how the game-playing device or controller (the hardware) looks.” http://www.gamecareerguide.com/features/413/game_art_and_animation_an_introduction.php
Animation is how characters, and even objects, can move within a game. Characters can be animated differently to make them more unique than other characters.
http://www.tokkunacademy.com/asset/dvd/vgam_anim_tech/preview_03_hd.png
Sprite “An independent graphic object controlled by its own bit plane (area of memory). Commonly used in video games, sprites move freely across the screen, passing by, through and colliding with each other.” www.yourdictionary.com/sprite
A sprite is basically a 2D image.
http://s3.amazonaws.com/readers/2011/01/20/step1z_1.png
11
Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1
Scene “A non-interactive portion of a game. A Cut Scene normally divides the action of a video game up a bit, and allows the story line to be presented more clearly. Areas of the game referred to as Cut Scenes are non-playable segments of the video game.” http://vgstrategies.about.com/od/strategyglossary/g/cutscene.htm
A scene is a part of a game that may or may not let the player interact with it, and can add more to the story and progress the game’s plot.
http://cdn.phys.org/newman/gfx/news/hires/2013/4-watchdogsvid.jpg
Library “A library is a collection of non-volatile resources used by programs on a computer, often to develop software. These may include configuration data, documentation, help data, message templates, pre-written code and subroutines, classes, values or type specifications.” http://en.wikipedia.org/wiki/Library_(computing)
A library is a collection of files and assets for software development that are contained in folders.
http://mingersoft.com/blog/wp-content/uploads/2010/04/Steam-Library.png
12
Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1
UI “a type of interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation, as opposed to text-based interfaces, typed command labels or text navigation.” http://en.wikipedia.org/wiki/Graphical_user_interface
The UI is something on a screen that can be interacted with by the user.
http://dereklieu.files.wordpress.com/2010/08/odst-night-interface.jpg
Frames “A single complete picture in a series forming a cinema, television, or video film” http://www.oxforddictionaries.com/definition/english/frame
A frame is a picture/image on a screen. Multiple frames together would make a moving image.
http://gamingbolt.com/wp-content/uploads/2013/10/Thief-city-hub-41.jpg
13
Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1
Concept “Something formed in the mind; a thought or notion.” http://www.thefreedictionary.com/concept
Concept is a stage in video game development, it is when characters and areas of a game are thought of and rough designs are done either on paper or computers.
http://hqwallpapers.org/wallpapers/l/1680x1050/19/video_games_concept_art_destiny_1680x1050_18272.jpg
Event “A thing that happens or takes place, especially one of importance.” http://www.oxforddictionaries.com/definition/english/event
An event is when something happens in a game once a player has done something, or when certain conditions are met. An example could be when enemies spawn into the world at night in Minecraft.
http://www.htxt.co.za/wp-content/uploads/2014/06/Destiny_Public_Event.jpg
14
Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer GamesIG2 Task 1
Path finding “the way in which a moving entity finds a path around an obstacle; the most frequent context is real-time strategy games (in which the player directs units around a play area containing obstacles), but forms of this are found in most modern video games” http://en.wikipedia.org/wiki/Pathfinding#In_video_games
Path finding is the way that an entity (character) would find its way around obstacles, like other characters and items.
http://arongranberg.com/astar/resources/images/frontpage.png
15