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VGD - Mid Term Exam
| Term | Definition |
|---|---|
| Perspective | Describes how the gameplay is displayed on the screen and the position of the player within the game |
| First Person Perspective | Where the player sees the game through the eyes of the character |
| Second-Person perspective | The player sees the games as if the player were the opponent or an intermediary |
| Camera refers to | The viewpoint of the game. It records the action of the game and displays it on your screen. |
| Third-Person Perspective | The play is viewed by a person who is not the player’s character or the player’s opponent, but rather a neutral third person. It can be viewed from overhead, behind, or any angle left, right or forward of the player. |
| Platform View | Shows the character in profile and a side view of all obstacles |
| Overhead View | Shows the character and surroundings from a perspective high overhead |
| Scene | Is the placement of objects on a game frame to create an attractive layout, obstacles, and objectives that convey the story and mood. |
| Color Palette | A set of colors used consistently throughout a scene to maintain mood. 4 Main colors |
| Red color means | – passion |
| Yellow color means | – cheerful |
| Blue color means | – peaceful |
| gray color means | - gloomy |
| Active Object | An object with which the player can interact |
| Background Object | Is an object with which the play cannot interact |
| Backdrop | Includes buildings, trees, and other objects that do not damage or reward the player |
| StoryBoard | They help organize and plan what will happens |
| Pixels | Or Picture elements are the smallest points or dots of color a computer screen can generate |
| Resolution | The number of dots or pixels per inch in the image. More DPI the Greater the resolutuion |
| Clarity | How clearly images are displayed with either line or pixel density |
| Pixelated | It occurs is the process of interpolations that the computer performs and picture becomes blurry |
| Interpolation | A refining of the spaces between the point or pixels of an object when the object is resized |
| Native Poles | Are the original pixels of an object before it was modified |
| Dithering | Computer process of scattering pixels of different colors to approximate a true color |
| RGB Color Mode | A color value of 0,0,0 (red, green, blue) is black and 255, 255, 255, is white |
| HSL Color Mode | It uses Hue, Saturation and Luminescence values to create colors. |
| Raster Image | An image made up of dots |
| BitMap | A Raster image is mapped because the location and color of each pixel is mapped |
| Bit Depth | Is a binary measurement for color |
| True Color | A bit depth of 24 |
| Deep Color | Has a 48 bit depth |
| Gamut | Is the entire range of colors |
| Masking Color | Is a single shade of color that can be set to be transparent |
| Vector Images | Images composed of lines, curves and fills defined by their mathematics definitions |
| Compression | Uses mathematical formulas to approximate the location and color of each pixel and thereby reduce the total file size |
| Lossy Compression Algorithm | Compresses the images but does not keep perfect image clarity |
| LossLess Compression Algorithm | Compresses the image and keeps perfect clarity when uncompressed. |