GAME DESIGN EOPA END OF PATHWAY FINAL
EXAM 2026 LATEST UPDATE QUESTION AND
CORRECT VERIFIED ANSWERS ALREADY
GRADED A+
A programming language is a formal computer language that is used to communicate
instructions to a computing device in order to control the computer's behavior in some
way. - ANS-True
A number of elements in a specific order is: - ANS-an array
A function that contains arithmetic symbols (e.g. +, <, =/) is an operator. - ANS-True
An instance is: - ANS-a single occurence
A collision volume is called: - ANS-a region
Which of the following is NOT an argument used to determine how a shot is fired from
an object? - ANS-the color of the shot being instantiated
_______ is similar to a function but has limited calling notation and a limited number of
parameters. - ANS-An operator
An organization of objects that share the same template (that defines the data they use
and what logic affects them) is: - ANS-a class
An invisible object that is used to create a game mechanic is called: - ANS-a dummy
object
The script to eliminate an object leaving a particular boundary would contain the
following: - ANS-Destroy(other.gameobject)
Selecting "Create Empty" from the GameObject menu will: - ANS-create an object that
is just a transform
Self-contained sequences of actions to be performed are: - ANS-algorithms
Identifying the objects the code requires and describing how they are related to each
other is: - ANS-data modelling
,An arraylist is a fixed-length array. - ANS-False
Which of the following is a common error to look out for when writing code? - ANS-all of
the above
Which of the following is NOT one of the three default components listed in the
Inspector view of a terrain asset? - ANS-Texture
After using a Prefab asset, you need to set the colliders to define the object as "solid"
(impassible). - ANS-False
Orthographic view allows you to see a scene with no perspective distortion. - ANS-True
What is the benefit of adding textures to terrain with the Paint Texture tool? - ANS-It
gives the terrain object character and color variation, and adds realism
To quickly invert from pushing terrain down instead of up using the sculpting tools, you
can: - ANS-hold Shift
Middle-mouse clicking or pressing Q in the 3D view will: - ANS-activate the pan tool
With an object selected, pressing CTRL D will: - ANS-copy the object
You can "focus" on a terrain by using either the 3D view OR by using the Hierarchy. -
ANS-True
A terrain starts off as: - ANS-a flat grid of points
A collider is required to: - ANS-make walls impassible
The texture that is immediately painted on all of a terrain once it has been added is the:
- ANS-Base Texture
A level as seen through the lens of a game designer, not an artist, is: - ANS-ludic
space
In Unity's 3D view mode, you control zoom by: - ANS-scrolling the middle mouse
wheel
The cube at the top right of the 3D view window (with the colored pointers) represents: -
ANS-90-degree perspective switches (front, side, top, bottom, etc.)
What do you need to do before you can use the Place Trees sculpting tool? - ANS-have
a 3D model in your game assets
,Which of the following is a free alternative for working with vector graphics? - ANS-
Inkspace
Artists who work exclusively on bitmaps that are tiled across 3D models are called: -
ANS-Texture Artists
Repeating a 2D image across the surface of a 3D mesh is also called: - ANS-Tiling
It is an acceptable practice to take real-life photographs and convert them into
repeatable textures for use in a game engine. - ANS-True
No matter how abstract a game's art style may be, it is still referencing things the player
knows in the real world. - ANS-True
Anything tangible that a culture produces is called: - ANS-an artifact
An artist who specializes in creating sprites is called: - ANS-a 2D Character Artist
The artist who is responsible for creating 3D objects which will be used to populate
game levels is called: - ANS-an Environment Artist
A tiled texture must be designed to repeat seamlessly both horizontally and vertically in
all cases. - ANS-False
The most senior position in the art department is the: - ANS-Art Director
Extremely detailed models like those created in a sculpting application are called: -
ANS-High res Models
The lines that connect the points of a polygon are called: - ANS-edges
In a 2D or 3D game, to create something like smoke coming out of a chimney, you
would use a: - ANS-particle emitter
Organic modelling techniques are used mostly for: - ANS-forms that resemble
natural, real-world objects, like oranges, trees, and people
Art direction that is more "stylized" could be said to be more: - ANS-cartoony
Ramp charts are generally created in - ANS-Excel
What is the worst risk run by requiring too many mechanics be successfully completed
in a time-limited tutorial in the start of the game? - ANS-it may be too difficult for
players, who never get to the "real" game
, Which of the following would be considered an example of asymmetrical game design?
- ANS-all of the above
Adjusting variables and other parameters of a game until they feel right and work well
with the game's other mechanics and systems is: - ANS-tuning
One way to emphasize cooperation in a multi-screen three-player game might be to: -
ANS-implement abilities that can only be accessed when near another player
For new developers, the best way to get a reference point for object values is: - ANS-
experimentation
Which of the following is an example of a thought skill? - ANS-discerning an enemy's
attack pattern so that you are ready to parry when they attack
Most of the tuning for a game is likely to occur: - ANS-right before, and during, the
Alpha phase
A truly good game never becomes outdated by technological change. - ANS-True
When designing AI, you should aim to: - ANS-balance fun versus a sense of
accomplishment for being defeated
The best way to keep a record of values and ranges that work for a script is: - ANS-use
//comments in the script itself
It's tempting to develop by building the first level (gameplay-wise, in a linear game)
"first" in development because: - ANS-it allows you to start the story off at the same time
Fighting a single sub-boss on one level, then multiplying such sub-bosses on a later
level, best represents which ramping formula? - ANS-increasing difficulty after a
success
When your project is being ramped, it is being assessed to see whether the challenges
continue to be revealed in a scalable and manageable fashion. - ANS-True
The progression of gameplay across the course of a game is called "flow." - ANS-False
The amount of money you will be paid for each copy of your game a publisher sells is
your: - ANS-royalty
The ESRB was created by - ANS-the gaming industry itself
The companies most responsible for advertising a game and making consumers want to
buy it are: - ANS-marketers
EXAM 2026 LATEST UPDATE QUESTION AND
CORRECT VERIFIED ANSWERS ALREADY
GRADED A+
A programming language is a formal computer language that is used to communicate
instructions to a computing device in order to control the computer's behavior in some
way. - ANS-True
A number of elements in a specific order is: - ANS-an array
A function that contains arithmetic symbols (e.g. +, <, =/) is an operator. - ANS-True
An instance is: - ANS-a single occurence
A collision volume is called: - ANS-a region
Which of the following is NOT an argument used to determine how a shot is fired from
an object? - ANS-the color of the shot being instantiated
_______ is similar to a function but has limited calling notation and a limited number of
parameters. - ANS-An operator
An organization of objects that share the same template (that defines the data they use
and what logic affects them) is: - ANS-a class
An invisible object that is used to create a game mechanic is called: - ANS-a dummy
object
The script to eliminate an object leaving a particular boundary would contain the
following: - ANS-Destroy(other.gameobject)
Selecting "Create Empty" from the GameObject menu will: - ANS-create an object that
is just a transform
Self-contained sequences of actions to be performed are: - ANS-algorithms
Identifying the objects the code requires and describing how they are related to each
other is: - ANS-data modelling
,An arraylist is a fixed-length array. - ANS-False
Which of the following is a common error to look out for when writing code? - ANS-all of
the above
Which of the following is NOT one of the three default components listed in the
Inspector view of a terrain asset? - ANS-Texture
After using a Prefab asset, you need to set the colliders to define the object as "solid"
(impassible). - ANS-False
Orthographic view allows you to see a scene with no perspective distortion. - ANS-True
What is the benefit of adding textures to terrain with the Paint Texture tool? - ANS-It
gives the terrain object character and color variation, and adds realism
To quickly invert from pushing terrain down instead of up using the sculpting tools, you
can: - ANS-hold Shift
Middle-mouse clicking or pressing Q in the 3D view will: - ANS-activate the pan tool
With an object selected, pressing CTRL D will: - ANS-copy the object
You can "focus" on a terrain by using either the 3D view OR by using the Hierarchy. -
ANS-True
A terrain starts off as: - ANS-a flat grid of points
A collider is required to: - ANS-make walls impassible
The texture that is immediately painted on all of a terrain once it has been added is the:
- ANS-Base Texture
A level as seen through the lens of a game designer, not an artist, is: - ANS-ludic
space
In Unity's 3D view mode, you control zoom by: - ANS-scrolling the middle mouse
wheel
The cube at the top right of the 3D view window (with the colored pointers) represents: -
ANS-90-degree perspective switches (front, side, top, bottom, etc.)
What do you need to do before you can use the Place Trees sculpting tool? - ANS-have
a 3D model in your game assets
,Which of the following is a free alternative for working with vector graphics? - ANS-
Inkspace
Artists who work exclusively on bitmaps that are tiled across 3D models are called: -
ANS-Texture Artists
Repeating a 2D image across the surface of a 3D mesh is also called: - ANS-Tiling
It is an acceptable practice to take real-life photographs and convert them into
repeatable textures for use in a game engine. - ANS-True
No matter how abstract a game's art style may be, it is still referencing things the player
knows in the real world. - ANS-True
Anything tangible that a culture produces is called: - ANS-an artifact
An artist who specializes in creating sprites is called: - ANS-a 2D Character Artist
The artist who is responsible for creating 3D objects which will be used to populate
game levels is called: - ANS-an Environment Artist
A tiled texture must be designed to repeat seamlessly both horizontally and vertically in
all cases. - ANS-False
The most senior position in the art department is the: - ANS-Art Director
Extremely detailed models like those created in a sculpting application are called: -
ANS-High res Models
The lines that connect the points of a polygon are called: - ANS-edges
In a 2D or 3D game, to create something like smoke coming out of a chimney, you
would use a: - ANS-particle emitter
Organic modelling techniques are used mostly for: - ANS-forms that resemble
natural, real-world objects, like oranges, trees, and people
Art direction that is more "stylized" could be said to be more: - ANS-cartoony
Ramp charts are generally created in - ANS-Excel
What is the worst risk run by requiring too many mechanics be successfully completed
in a time-limited tutorial in the start of the game? - ANS-it may be too difficult for
players, who never get to the "real" game
, Which of the following would be considered an example of asymmetrical game design?
- ANS-all of the above
Adjusting variables and other parameters of a game until they feel right and work well
with the game's other mechanics and systems is: - ANS-tuning
One way to emphasize cooperation in a multi-screen three-player game might be to: -
ANS-implement abilities that can only be accessed when near another player
For new developers, the best way to get a reference point for object values is: - ANS-
experimentation
Which of the following is an example of a thought skill? - ANS-discerning an enemy's
attack pattern so that you are ready to parry when they attack
Most of the tuning for a game is likely to occur: - ANS-right before, and during, the
Alpha phase
A truly good game never becomes outdated by technological change. - ANS-True
When designing AI, you should aim to: - ANS-balance fun versus a sense of
accomplishment for being defeated
The best way to keep a record of values and ranges that work for a script is: - ANS-use
//comments in the script itself
It's tempting to develop by building the first level (gameplay-wise, in a linear game)
"first" in development because: - ANS-it allows you to start the story off at the same time
Fighting a single sub-boss on one level, then multiplying such sub-bosses on a later
level, best represents which ramping formula? - ANS-increasing difficulty after a
success
When your project is being ramped, it is being assessed to see whether the challenges
continue to be revealed in a scalable and manageable fashion. - ANS-True
The progression of gameplay across the course of a game is called "flow." - ANS-False
The amount of money you will be paid for each copy of your game a publisher sells is
your: - ANS-royalty
The ESRB was created by - ANS-the gaming industry itself
The companies most responsible for advertising a game and making consumers want to
buy it are: - ANS-marketers