How to Create a Productive Workspace Trends and Tips.pdf
Game Engine Terminology
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.
Na
me
:
Jos
hu
a
Rid
ett
RESEARCHED DEFINITION (provide short internet
researched definition and URL link)
DES
CRIB
E
THE
RELE
VAN
CE
OF
THE
RESE
ARC
HED
TER
M
TO
YOU
R
OW
N
PRO
DUC
TIO
N
PRA
CTIC
E?
IMAGE SUPPORT (Provide an image
and/or video link of said term being
used in a game)
2. VI
DE
O
GA
M
ES
/
VI
DE
O
GA
M
E
TE
STI
NG
De
mo
A demonstration of a product or technique.
https ://www.google.co.uk/search?q=definition%3A+dem
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HYPERLINK
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HYPERLINK
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HYPERLINK
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8"sourceid=chrome HYPERLINK
"https ://www.google.co.uk/search?q=definition%3A+de
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HYPERLINK
"https ://www.google.co.uk/search?q=definition%3A+de
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HYPERLINK
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mo&oq=definition%3A+demo&aqs=chrome..69i57j69i58.
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8"ie=UTF-8
Whe
n a
gam
e I
am
maki
ng
near
s
com
pleti
on I
may
des ir
e for
i t to
be
tes te
d or
show
n to
the
publi
c. A
dem
o of
the
gam
e
woul
d be
the
easie
s t
way
to
acco
mplis
h
thi s .
3. Bet
a
Beta is usually a trial version of a game for a company.
Beta s are usually experimental and often have problems
w/ them.
https ://uk.answers.yahoo.com/question/index?qid=2008
1019143302AAIBseY
After
an
alpha
tes t I
may
want
a
large
r
volu
me
of
peop
le to
tes t
a
more
com
plete
,
more
s tabl
e
gam
e.
Whe
n the
gam
e
reac
hes a
near
com
plete
s tabl
e
bui ld
I may
want
to do
a
beta
tes t.
A
beta
tes t
woul
d
have
peop
le
playi
ng
thro
ugh
the
gam
e
4. and
seein
g i f
there
are
any
mino
r
bugs
that
need
addr
es sin
g
befor
e the
com
plete
launc
h. It
woul
d
al so
be a
good
way
to
see
how
the
publi
c
react
to
the
gam
e
and
how
they
feel
abou
t
wher
e i t
s tan
ds .
Alp
ha
The alpha phase of the release life cycl e is the first phase
to begin software testing.
http://en.wikipedia.org/wiki/Software_release_life_cycle
#Alpha
An
alpha
i s the
fi rs t
point
at
whic
h I
woul
d
eithe
http://wccftech.com/leaked-destiny-alpha-
gameplay-appears-internet/
Article link
5. r
relea
se
the
gam
e
then
conti
nue
upda
ting
i t, or
invi t
e
peop
le to
perfo
rm
an
alpha
tes t
to
see
what
need
s
chan
ging
(i f
anyt
hing)
and
i f
there
are
any
obvi
ous
bugs
Pre-
Alp
ha
Pre-alpha refers to all activities performed during the
software project before testing.
http://en.wikipedia.org/wiki/Software_release_life_cycle
#Pre-alpha
Pre-
Alph
a i s
whe
n an
Alph
a
Build
hasn
t
been
estab
l i she
d in a
gam
e's
bui ld
.
http://kotaku.com/http-www-youtube-com-
watch-v-dzmqr-pcbocpre-alpha-gam-
1540267288
Article & Video link
6. Gol
d
A game has "Gone Gold" when the final master copy has
been produced at the developer and sent off for
repl ication, packaging and shipment.
http://www.urbandictionary.com/define.php?term=Gone
%20Gold
Whe
n my
gam
e has
been
com
plete
d i t
can
be
anno
unce
d as
havin
g
"Gon
e
Gold
"
Deb
ug
Identify and remove errors from computer hardware or
software.
http://www.oxforddictionaries.com/us/definition/americ
an_english/debug
If the
soft
ware
that
my
gam
e
uti l iz
es
s tops
work
ing
for
some
reas
on, a
debu
g
progr
am
wi l l
be
need
ed to
fix
the
probl
7. em.
Aut
om
atio
n
The technique of making an apparatus, a process, or a
sys tem operate automatically
http://www.merriam-webs
ter.com/dictionary/automation
Im
not
sure
how
auto
mati
on
work
s
withi
n a
gam
e, my
resea
rch
turne
d up
no
relev
ant
resul
ts .
Whi
te-
Box
Test
ing
White-box testing i s verification technique software
engineers can use to examine if their code works as
expected.
http://agile.csc.ncsu.edu/SEMaterials/WhiteBox.pdf
A
gam
e
may
be
want
ed to
pass
thro
ugh a
whi t
e-box
tes t
to
see if
the
code
funct
ions
as i t
i s
mea
nt to
befor
e
more
progr
ess is
mad
e.
Bug A bug, also referred to as a software bug, is an error or
flaw in a computer program that may prevent i t from
working correctly or produces an incorrect or unintended
result.
In
the
early
s tage
http://culturedvultures.com/wp-content/
uploads/2014/08/ikfmGW73AeB
n0.gi f
8. http://www.metaboli.co.uk/gaming- HYPERLINK
"http://www.metaboli.co.uk/gaming-dictionary/
defnition-of-bug.htm"dictionary/defnition-of-bug.
htm
s of
my
gam
e
there
wi l l
be
bugs
that
mus t
be
dealt
with.
Som
e
bugs
wi l l
be
easy
to
ident
i fy
whils
t
other
s wi ll
be
more
subtl
e.
GA
M
E
EN
GI
NE
S
GA
M
E
Ver
tex
Sha
der
A programmable function in display adapters that offers a
graphics application programmer with flexibility in
rendering an image.
http://encyclopedia2.thefreedictionary.com/Vertex+shad
ing
Vert
ex
shadi
ng i s
a
realis
tic
shadi
ng
s tyle
that
may
be a
appli
ed to
a
gam
e
using
a
phot
o
realis
tic
art
s tyle
or a
gam
9. EN
GI
NE
S
e
that
adop
ts a
realis
tic
play
s tyle
or
setti
ng.
Pixe
l
Sha
der
Pixel shading executes various functions affecting how
pixels on a computer screen will display
http://www.ehow.com/info_8764308_pixel-shading.html
Pixel
shadi
ng i s
s impl
e
and
may
be
bette
r for
a
devel
ope r’
s first
gam
e
due
to i ts
s impl
ici ty.
Pos
t
Pro
cess
ing
Usually encompasses bloom, blur, and depth-of-field.
http://www.gamefaqs.com/boards/991142-kingdoms-of-amalur-
reckoning/61749545
Pos t
proc
es sin
g
may
be
bene
ficial
for
2.5/3
D
shoo
ters
s ince
they
add a
realis
tic
battl
e
quali
ty to
a
gam
e.
10. Ren
deri
ng
In 3-D graphic design, rendering is the process of add
shading, colour and lamination to a 2-D or 3-D wireframe
in order to create life-like images on a screen.
http://whatis.techtarget.com/definition/rendering
A
gam
e
may
uti l iz
e
rend
ering
i f
there
i s a
lot of
3D
reso
urces
to
creat
e.
Nor
mal
Ma
p
Thes e RGB values translates to x, y, and z coordinates,
al lowing a 2D image to represent depth.
http://gamedevelopment.tutsplus.com/articles/gamedev
-glossary-what-is-a-normal-map--gamedev-3893
Nor
mal
map
ping
could
add a
high
er
level
of
quali
ty to
a 2D
gam
e.
Enti
ty
A dynamic object such as a non-player character or item.
http://en.wikipedia.org/wiki/Entity
I wi l l
need
entiti
es in
my
gam
e to
make
i t
inter
es tin
g and
enjo
yable
.
11. UV
Ma
p
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
map
ping
i s a
good
way
to
analy
ze a
mod
el 's
textu
re
befor
e i t
gets
wrap
ped
to i ts
3D
body
.
Pro
ced
ural
Tex
ture
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,
grani te, metal, s tone, and others.
http://en.wikipedia.org/wiki/Procedural_texture
A
proc
edur
a l
textu
re
wi l l
make
i t
easie
r to
give
a
detai
led
look
to
some
thing
that
does
nt
need
alot
of
atten
tion,
l ike
grass
of
pave
ment
s
12. Phy
sics
Computer animation physics or game physics involves the
introduction of the laws of physics into a simulation or
game engine.
http://en.wikipedia.org/wiki/Game_physics
Phys i
cs
make
gam
es
more
realis
tic,
show
ing
how
the
acts
the
playe
r
perfo
rms
in-gam
e
woul
d
impa
ct in
a
real
worl
d
s cen
ario
13. Coll
isio
n
Col l ision detection is used to detect the contact of objects
within a game.
http://relativity.net.au/gaming/java/SimpleCollisionDetec
tion.html
Good
col l is
ion
dete
ction
wi l l
make
a
gam
e
more
realis
tic
and
fun
to
play.
14. Ligh
ting
The rendering of computer graphics s cenes use l ighting.
http://en.wikipedia.org/wiki/High-dynamic-range_
rendering
Lighti
ng
woul
d
add a
deep
sens
e of
imm
ers io
n
and
realis
m to
a
gam
e,
resul
ting
in a
more
enjo
yable
expe
rienc
e for
a
playe
r.
AA
–
Anti
-
Alia
sing
Antialiasing i s a way of smoothing edges.
http://compreviews.about.com/od/PC-Gaming/a/What-is
-antialiasing-in-PC-games.htm
Anti -
al iasi
ng i s
a
good
way
to
make
parts
of a
gam
e
look
more
realis
tic i f
they
were
mad
e
with
a low
amo
unt
of
pixel
s .
15. LoD
–
Lev
el
of
Det
ail
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-deta
il-lod
LOD
in a
gam
e will
make
i t
easie
r to
rend
er
large
areas
with
high
polyg
on
coun
ts
beca
use it
wont
al l
rend
er at
the
high
es t
polyg
on
coun
t
whic
h
migh
t
resul
t in a
drop
in
fram
e
rate.
16. Ani
mat
ion
Art and animation in video games refers to how things
phys ically look.
http://www.gamecareerguide.com/features/413/game_a
rt_and_animation_an_introduction.php
Anim
ation
i s
key
to
gam
es
beca
use it
i s
what
the
gam
e
looks
l ike.
Spri
te
In computer graphics, a sprite i s a two-dimensional image
or animation that is integrated into a larger s cene.
http://en.wikipedia.org/wiki/Sprite_(computer_graphics)
Spri t
es
are
impo
rtant
for
2D
gam
es
beca
use
they
repre
sent
char
acter
s or
thing
s for
the
playe
r to
inter
act
with.
17. Sce
ne
A divi sion of an act presenting continuous action in one
place.
http://www.merriam-webster.com/dictionary/scene
Mul ti
ple
s cen
es
make
up a
col le
ction
of
actio
ns
and
happ
enin
gs
that
are
es se
ntial
for a
playe
r to
see
what
i s
happ
enin
g in a
gam
e.
Libr
ary
A l ibrary i s a useful framework to tackle a specific need
within a game engine.
http://gamedev.s tackexchange.com/questi HYPERLINK
"http://gamedev.stackexchange.com/questions/10770/w
hats -the-difference-between-a-library-and-an-engine"
ons/10770/whats-the-difference-between-a-l
ibrary-and-an-engine
A
l ibrar
y wi ll
make
creat
ing
certa
in
thing
s
withi
n a
gam
e
easie
r
that
i f
there
wasn
t a
l ibrar
y.
18. UI The point at which a user or a user department or
organization interacts with a computer system.
http://www.answers.com/topic/user-interface
A UI
make
s
thing
s l ike
amm
uni ti
on or
healt
h
possi
ble
to
track
for
the
playe
r
whils
t
they
play.
Fra
mes
A s ingle step in a sequence of programmed instructions.
http://www.thefreedictionary.com/frame
A
mul ti
tude
of
fram
es
make
up
an
even
t in
codin
g
that
make
s
thing
s
happ
en in
the
gam
e.
19. Con
cep
t
An idea or invention to help sell or publicize a commodity.
https ://www.google.co.uk/?gfe_rd=cr HYPERLINK
"https ://www.google.co.uk/?gfe_rd=cr&ei=Kr4FVOLjJ_HH
8genvIHABA"& HYPERLINK
"https ://www.google.co.uk/?gfe_rd=cr&ei=Kr4FVOLjJ_HH
8genvIHABA"ei=Kr4FVOLjJ_HH8genvIHABA#q=Define%3A
+concept
Conc
epts
are
the
fi rs t
s tep
of
creat
ing a
gam
e.
Som
eone
has
an
idea
whic
h
s lowl
y
beco
mes
a
col le
ction
of
ideas
,
whic
h are
al so
know
n as
conc
epts .
A
conc
ept
can
rang
e
from
a
draw
ing
of
some
thing
some
one
thou
ght
up or
a line
of
dialo
gue
wri tt
20. en
on a
piece
of
s crap
pape
r.
Eve
nt
A thing that happens or takes place, especially one of
importance.
https ://www.google.co.uk/?gfe_rd=cr HYPERLINK
"https ://www.google.co.uk/?gfe_rd=cr&ei=Kr4FVOLjJ_HH
8genvIHABA"& HYPERLINK
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8genvIHABA"ei=Kr4FVOLjJ_HH8genvIHABA#q=Define%3A
+event
Even
ts
are
impo
rtant
for
gam
es
beca
use it
takes
a
chun
k of
gam
eplay
that
woul
d
other
wi s e
be
the
same
and
chan
ges
some
thing
abou
t i t to
make
i t
more
exci ti
ng.
21. Pat
hfin
din
g
Pathfinding in the context of video games concerns the
way in which a moving entity finds a path around an
obs tacle
http://en.wikipedia.org/wiki/Pathfinding#In_video_game
s
Pathf
indin
g i s a
piece
of
codin
g
that
dicta
tes
wher
e an
NPC
may
walk
arou
nd.
Strin
gs of
pathf
indin
g
make
i t
possi
vle
for
NPCs
to
walk
long
or
short
di s ta
nces .