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GAME DESIGN EOPA 2025/ END OF PATHWAY FINAL EXAM, GAME DESIGN EXAM QUESTIONS, EOPA 450 QUESTIONS, GAME DEVELOPMENT ASSESSMENT, PATHWAY CERTIFICATION

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GAME DESIGN EOPA 2025/ END OF PATHWAY FINAL EXAM, GAME DESIGN EXAM QUESTIONS, EOPA 450 QUESTIONS, GAME DEVELOPMENT ASSESSMENT, PATHWAY CERTIFICATION

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GAME DESIGN EOPA 2025/ END OF PATHWA
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GAME DESIGN EOPA 2025/ END OF PATHWA

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GAME DESIGN EOPA 2025/ END OF PATHWAY FINAL EXAM, GAME DESIG
EXAM QUESTIONS, EOPA 450 QUESTIONS, GAME DEVELOPMENT ASSES
MENT, PATHWAY CERTIFICATION
Study online at https://quizlet.com/_h8x3vu

1. A programming language is a formal computer lan- True
guage that is used to communicate instructions to a
computing device in order to control the computer's
behavior in some way.

2. A number of elements in a specific order is: an array

3. A function that contains arithmetic symbols (e.g. +, True
<, =/) is an operator.

4. An instance is: a single occurence

5. A collision volume is called: a region

6. Which of the following is NOT an argument used to the color of the shot being
determine how a shot is fired from an object? instantiated

7. _______ is similar to a function but has limited calling An operator
notation and a limited number of parameters.

8. An organization of objects that share the same tem- a class
plate (that defines the data they use and what logic
affects them) is:

9. An invisible object that is used to create a game a dummy object
mechanic is called:

10. The script to eliminate an object leaving a particular Destroy(other.gameobject)
boundary would contain the following:

11. Selecting "Create Empty" from the GameObject create an object that is just a
menu will: transform


, GAME DESIGN EOPA 2025/ END OF PATHWAY FINAL EXAM, GAME DESIG
EXAM QUESTIONS, EOPA 450 QUESTIONS, GAME DEVELOPMENT ASSES
MENT, PATHWAY CERTIFICATION
Study online at https://quizlet.com/_h8x3vu

12. Self-contained sequences of actions to be performed algorithms
are:

13. Identifying the objects the code requires and de- data modelling
scribing how they are related to each other is:

14. An arraylist is a fixed-length array. False

15. Which of the following is a common error to look out all of the above
for when writing code?

16. Which of the following is NOT one of the three de- Texture
fault components listed in the Inspector view of a
terrain asset?

17. After using a Prefab asset, you need to set the collid- False
ers to define the object as "solid" (impassible).

18. Orthographic view allows you to see a scene with no True
perspective distortion.

19. What is the benefit of adding textures to terrain with It gives the terrain object
the Paint Texture tool? character and color varia-
tion, and adds realism

20. To quickly invert from pushing terrain down instead hold Shift
of up using the sculpting tools, you can:

21. Middle-mouse clicking or pressing Q in the 3D view activate the pan tool
will:

22. With an object selected, pressing CTRL D will: copy the object


, GAME DESIGN EOPA 2025/ END OF PATHWAY FINAL EXAM, GAME DESIG
EXAM QUESTIONS, EOPA 450 QUESTIONS, GAME DEVELOPMENT ASSES
MENT, PATHWAY CERTIFICATION
Study online at https://quizlet.com/_h8x3vu

23. You can "focus" on a terrain by using either the 3D True
view OR by using the Hierarchy.

24. A terrain starts off as: a flat grid of points

25. A collider is required to: make walls impassible

26. The texture that is immediately painted on all of a Base Texture
terrain once it has been added is the:

27. A level as seen through the lens of a game designer, ludic space
not an artist, is:

28. In Unity's 3D view mode, you control zoom by: scrolling the middle mouse
wheel

29. The cube at the top right of the 3D view window (with 90-degree perspective
the colored pointers) represents: switches (front, side, top,
bottom, etc.)

30. What do you need to do before you can use the Place have a 3D model in your
Trees sculpting tool? game assets

31. Which of the following is a free alternative for work- Inkspace
ing with vector graphics?

32. Artists who work exclusively on bitmaps that are tiled Texture Artists
across 3D models are called:

33. Repeating a 2D image across the surface of a 3D Tiling
mesh is also called:




, GAME DESIGN EOPA 2025/ END OF PATHWAY FINAL EXAM, GAME DESIG
EXAM QUESTIONS, EOPA 450 QUESTIONS, GAME DEVELOPMENT ASSES
MENT, PATHWAY CERTIFICATION
Study online at https://quizlet.com/_h8x3vu
34. It is an acceptable practice to take real-life pho- True
tographs and convert them into repeatable textures
for use in a game engine.

35. No matter how abstract a game's art style may be, it True
is still referencing things the player knows in the real
world.

36. Anything tangible that a culture produces is called: an artifact

37. An artist who specializes in creating sprites is called: a 2D Character Artist

38. The artist who is responsible for creating 3D objects an Environment Artist
which will be used to populate game levels is called:

39. A tiled texture must be designed to repeat seamless- False
ly both horizontally and vertically in all cases.

40. The most senior position in the art department is Art Director
the:

41. Extremely detailed models like those created in a High res Models
sculpting application are called:

42. The lines that connect the points of a polygon are edges
called:

43. In a 2D or 3D game, to create something like smoke particle emitter
coming out of a chimney, you would use a:

44. Organic modelling techniques are used mostly for:

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GAME DESIGN EOPA 2025/ END OF PATHWA

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