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VGD - Mid Term Exam

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.