Glossary

AFTRA Abbreviation for the American Federation of Television and Radio Artists. A union that represents people who work in the entertainment industry.

Alpha Test The process of evaluating the initial version of a game.

Antagonist A character in a story that is in direct conflict with the main character, the protagonist.

Artificial Intelligence Software that is designed to create realistic motion and actions by non-player characters or entities within a game.

ASC Abbreviation for the American Society of Cinematographers. An organization for directors of photography and camera operators.

Aspect Ratio The ratio of the width to the height of a screen image.

Asset Any individual element used in game development, such as a piece of art, a character, a sample, etc.

Beta Test The process of testing the final version of a game before it is released to the publisher. Sometimes can be open to the public and is primarily for working out final bugs and issues.

Blocking Setting up the motion and movement of elements within a scene.

Bug A flaw in a game’s coding that creates an error in game play.

Build Another name for a particular version of a game. A game is usually called a new build when significant new assets are added.

Casting The process of auditioning actors for particular roles.

CERO Abbreviation for the Computer Entertainment Rating Organization. The game rating system for Japan.

CGI Abbreviation for Computer Generated Imagery. Denotes any image or character made artificially using programming, coding, or software.

Character Breakdown A sheet that tells the basic background information of a character. Used for casting purposes.

Cinematic Often used in the game industry as another name for a cut-scene. When used as an adjective, it denotes using techniques or style indicative of a movie.

Cinematography The art of using light and color for artistic value in front of a camera, or in a piece of media.

Close-up A camera shot that fills the frame with the subject. In the case of a person, the subject’s head or head/shoulders.

Closing Kit A series of files that include all the information used to create a game. Usually stored for future use on additional localizations or re-release of the game.

Code Release Another name for the Gold Master phase of game development.

CODEC Abbreviation for Compressor/Decompressor. Usually a plug-in program or algorithm that handles audio and/or video.

Coding The process of actually programming the code used to make a game.

Composition The artistic design of individual elements with a camera shot. In a game, it is the same process within the frame of a game level.

Continuity The process of keeping track of the logistics of a shot in order to make sure scenes are consistent and will cut together.

Copyright The legal protection of a particular piece of intellectual property.

Coverage Getting enough material of a particular scene or location to ensure a great end result.

Cutaway A camera shot of something that is not involved with the main action in the scene—usually moving the camera to a key prop or location that will be used later.

Cut-scene A game industry term for a piece of action within the game that is watched rather than played by the gamer.

Deliverable Any individual piece of work that must be submitted by a third party to a developer—to include art, code, etc.

Depth of Field The amount of the frame that will be in focus.

Developer The party that is actually developing and producing a game.

Director of Photography The person who is in charge of lighting, the cameras, and in some cases, the artistic look of a project.

Engine The main program or software that determines and works with the motion graphics of a game.

ESRB Abbreviation for the Entertainment Software Rating Board. The current rating system in the United States for video games.

EULA Abbreviation for End User License Agreement. The contract between a game publisher and a game retailer.

Exposure The amount of light that is allowed to hit the film in a camera. In the game world, it means altering the look of a scene accordingly.

Frame To compose the area of a scene that will be on camera. Also called framing or framing a shot.

Gold Master The final version of a game that is turned in to the publisher.

IGDA Abbreviation for the International Game Developers Association. A group for individuals who work in game development to interact.

Intellectual Property A legally protected idea or work that has been created, to include key characters and property.

Lens The glass or series of pieces of glass that are in front of the camera. In the game world, it means choosing the style of focus and framing to create a virtual lens style.

Localization Adapting a game to a particular language or locale.

Master Shot A camera shot that is taken far away from the subject in order to get the entire location in view.

Middleware Software developed by third parties in order to add functionality within game development.

Milestone Usually a significant achievement during the development of a game that represents meeting a deadline in the game’s schedule.

Mod Short for either ‘modification’ or ‘module.’ Mods are small bits of programming done by third parties to enhance already present games.

Montage A series of different shots that represent a single piece of action or juxtaposes simultaneous, separate events.

Motion Capture The process of attaching an actor to electronic equipment designed to record movement for use within a game.

Non-disclosure Agreement A contract, usually between an employer and employee, that is meant to discourage divulging any details of a particular game in development.

Pan Moving the camera horizontally to follow action. The same action can be duplicated in a game using the same motion.

PEGI Abbreviation for Pan European Game Information board. The rating system for games in most of Europe.

Pipeline The path that has been designated for individual assets to take in order to facilitate the game’s development.

Pitch A short dialogue created to sell an idea or game to a developer or publisher.

Platform The hardware systems that the game will be created for.

Postmortem A meeting that is usually held at the end of development to evaluate what was done correctly and incorrectly during production. Used to help future projects.

Prop Means ‘property.’ Any physical item used within a scene, to include the actual scenery.

Protagonist The main character in a story.

Prototype Usually a playable, short version of a game used to sell it to a publisher. Can also function as a demo for the public.

Publisher The entity that is responsible for duplicating the game for sales to the public an retailers, as well as marketing and promoting that game.

R&D Abbreviation for Research and Development. This is a phase during game development where the concept is honed, or can also indicate a department that is responsible for new technologies.

Rule of Thirds The practice of framing a shot where key elements lie along the intersection of three horizontal and three diagonal lines that equally divide the frame.

Quality Assurance The department that is responsible for tracking and assessing all bugs and areas of game play.

SAG Abbreviation for Screen Actors Guild. This is a union that represents stage and screen actors.

Sampling The process of recording small bits of sound for use within a game.

Scene An individual portion of a script that usually centers around one piece of action or one location.

Script The actual written story, including dialogue, that is used for a piece of work in the entertainment industry.

Scrum The use of small meetings within game development to keep the team informed and working in sync.

Shot List A list of individual camera shots that will be included in a scene. Usually made by the director, though the cinematographer also gets involved in the film world.

Shutter Speed The speed at which the camera’s shutter rotates. In the game world, it means altering the image to imitate the look of the process in a movie.

Sides A small piece of a script (usually one or two pages) used for casting purposes.

Staging Setting up the individual elements within a scene.

Storyboard A drawing or piece of art used to illustrate how a scene will be shot.

Structure The format of a script or story that best tells the action within a medium.

Symbolism The use of props or locations within a story to represent a greater idea or theme.

Theme The underlying idea that the story represents.

Three Point Lighting The standard in lighting when working with video or film. Usually means a light will be positioned in front of, in back of, and to the side of the subject.

Tilt To move the camera vertically to follow the action. The same action can be duplicated within a game.

Trademark A legally protected piece of intellectual property that usually is a symbol or logo.

USK Abbreviation for Unterhaltungssoftware Selbstkontrolle. This is the rating board for games in Germany.

User Interface Any part of the game that allows the gamer to input or receive information or data. Examples include the menu and in-game status information.

Voiceover The process of recording actors’ voices for use within a game.

WGA Abbreviation for Writers Guild of America. A union that represents writers in the entertainment industry.

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset
3.142.156.235