The document is a glossary template for a games design course assignment, requiring students to research and define video game development terms. It includes terms related to video game testing (e.g. demo, beta, alpha), game engines (e.g. vertex shader, pixel shader, post processing), 3D modeling (e.g. normal map, UV map, procedural texture), physics, and other core concepts (e.g. collision, lighting, animation, sprites). Students must provide a short definition from an online source for each term along with an example of how it applies to their own work.
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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
TESTING
Demo A version of something such as computer software produced to demonstrate its capabilities or for
use as a trial
http://www.oxforddictionaries.com/definition/english/demo
Beta A beta test refers to the distribution of pre-release game software to a select group of people so
that they can test the game in their own homes.
http://www.techopedia.com/definition/27136/beta-test-gaming
Alpha A very early version of a software product that may not contain all of the features that are planned
for the final version.
http://www.webopedia.com/TERM/A/alpha_version.html
Pre-Alpha Pre-Alpha means that the game still has a scheduled list of code and assets to be written and
created. The game is buggy, it lacks features, its prone to crashing and performance issues.
https://carmageddon.zendesk.com/hc/en-us/articles/200416352-What-does-Pre-Alpha-mean-
Gold Gold master is the final game's build that is used as a master for production of the game
http://en.wikipedia.org/wiki/Video_game_development
Debug Debugging is a methodical process of finding and reducing the number of bugs, or defects, in a
computer program or a piece of electronic hardware, thus making it behave as expected
http://en.wikipedia.org/wiki/Debugging
Automation In software testing, test automation is the use of special software (separate from the software being
tested) to control the execution of tests and the comparison of actual outcomes with predicted
outcomes. Test automation can automate some repetitive but necessary tasks in a formalized
testing process already in place, or add additional testing that would be difficult to perform
2. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
2
manually.
http://en.wikipedia.org/wiki/Test_automation
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. Unlike black box testing, white box testing uses specific
knowledge of programming code to examine outputs.
http://www.webopedia.com/TERM/W/White_Box_Testing.html
Bug A software bug is an error, flaw, mistake, failure, or fault in a computer program that prevents it
from behaving as intended (e.g., producing an incorrect or unexpected result). Most bugs arise from
mistakes and errors made by people in either a program's source code or its design, and a few are
caused by compilers producing incorrect code.
http://www.answers.com/Q/What_is_the_difference_between_bug_and_glitch
GAME
ENGINES
GAME
ENGINES
Vertex Shader A Vertex Shader is a 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://stackoverflow.com/questions/832545/what-are-vertex-and-pixel-shaders
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/832545/what-are-vertex-and-pixel-shaders
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
Rendering The processing of an outline image using colour and shading to make it appear solid and three-dimensional
http://www.oxforddictionaries.com/definition/english/rendering
Normal Map One of the most valuable maps for a 3D artist is the normal map. Rather than having a color range of
black to white, like a bump map uses, normal maps consist of red, green, and blue. These RGB values
translates to x, y, and z coordinates, allowing a 2D image to represent depth. This way, a 3D
application is able to fake lighting details based on the color associated with the 3D coordinate.
http://gamedevelopment.tutsplus.com/articles/gamedev-glossary-what-is-a-normal-map--gamedev-
3893
Entity An entity does not need a name or unique identifier it is merely the sum of its components.
Components can be added to it and removed from it at runtime, changing what the entity does and
what role it plays.
http://shaun.boyblack.co.za/blog/2012/08/04/games-and-entity-systems/
UV Map UV mapping is a technique used to take 2 dimensional images and turn them into 3 dimensional
images. This is done by applying a texture map that uses an additional set of coordinates above the
classic Cartesian coordinates of X, Y and Z. These 2 new coordinates are titled U and V. So, the title
does not refer to UV light but to 2 different coordinates. This makes it possible for the 3d object to
3. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
IG2 Task 1
3
be painted with color and texture.
http://www.steves-digicams.com/knowledge-center/how-tos/video-software/understanding-uv-mapping.
html
Procedural
Texture
A procedural texture describes the texture mathematically. Although not widely used, this method is
resolution independent and can create more precise textures, especially if there is great and varying
depth to the objects being textured. Procedural textures may be 2D or 3D.
http://www.yourdictionary.com/procedural-texture
Physics Physics allows for environments and gameplay situations that arent scripted
http://www.olafurandri.com/nyti/papers2008/Evolution%20of%20Physics%20in%20Video%20Game
s.pdf
Collision
Lighting
AA Anti-
Aliasing
LoD Level of
Detail
Animation
Sprite
Scene
Library
UI
Frames
Concept
Event
Pathfinding