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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. |