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GAME DESIGN PART 2 FINAL EXAM QUESTIONS AND ANSWERS $9.00   Add to cart

Exam (elaborations)

GAME DESIGN PART 2 FINAL EXAM QUESTIONS AND ANSWERS

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GAME DESIGN PART 2 FINAL EXAM QUESTIONS AND ANSWERS

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  • September 24, 2024
  • 55
  • 2024/2025
  • Exam (elaborations)
  • Questions & answers
  • GAME DESIGN
  • GAME DESIGN
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62 Multiple choice questions

Definition 1 of 62
An upgrade to the player's character that leads to their gaining increased stats or new abilities

Lossy

Level up

Goal design

Geofencing

Definition 2 of 62
The series of frames that make up an animation

Glossary

Italics

Keyframes

Timeline

Definition 3 of 62
What does a game need to have to be defined as an AR game?

Interaction with the real world


Creative commons

Static class


Software development kit (SDK)

,Definition 4 of 62
Uploading local changes to an online code base using version control software to include
latest changes

Clone

Pull


Pulse

Push

Definition 5 of 62
Big victories that can only be achieved when a number of other, smaller victories have been
achieved first

Static class


Scaling

Nested victories

Alpha phase

Definition 6 of 62
professional equipment designed to record, edit, and play digital audio

Sequencers

Digital audio workstation (DAW)

Graphical user interface (gui)

Sound mixer

,Definition 7 of 62
The systematic testing of gameplay, systems, balance, and interface to find all of the errors,
inconsistencies, or issues and report them to a Design Team.

Scaling


Play testing

Compatibility testing

Surveys testing

Definition 8 of 62
What is an example of positive feedback that helps players know that collecting coins in an
action game is a good thing?

Displaying a warning message when the player collects a coin

Making the player character slower when collecting a coin

Scaling


Playing a pleasant "ding" sound when the player collects a coin

Definition 9 of 62
How are tags used in Unity

Image recognition and AR objects

an exploration game where the player, represented by a point of light, navigates a
dream-like world full of abstract imagery and otherworldly physics

A GUI refers to all menus, while a HUD is a specific overlay

Tags are assigned to GameObjects to link that object to rules created in code—for
example, adding a "Flaming" tag to a collision script that declares any object touching a
bonfire takes damage.

, Definition 10 of 62
Part of the testing process where you check that your simulation works as expected

Event models


Scaling

Destructive

Systems evaluatio

Definition 11 of 62
Experiences that mimic the real world

Simulations

Models

Scaling

Event Models

Definition 12 of 62
Objectives or goals can be completed in a number of different orders

Alpha phase

Preparatory phase

Nonlinear progression

Static class

Definition 13 of 62
The item or component that a computer program is referencing

Destructive

Shutter

Target

Lossless

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