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Video Game Design – Chapter 4 Exam Review 2025/2026 | 60+ Verified Q&A | Game Perspectives, Pixels, Scene Layout, Animation Types, Compression, Coordinate Systems

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This Video Game Design Chapter 4 Exam Review (2025/2026 edition) features 60+ clearly explained, exam-focused questions and answers, meticulously verified for accuracy and academic relevance. Tailored for both high school and college-level students in Game Design or Interactive Media courses, this guide prepares learners to excel in tests and quizzes related to visual storytelling and technical graphics foundations in game development. Covered topics include: Game perspectives and views: first-person, second-person, third-person, platform view, overhead view Scene layout and storytelling elements: scene objects, backdrop, visible play area, mood via color theory Pixel-based rendering techniques: pixels, pixel shading, interpolation, dithering, native poles Image quality and resolution: DPI (dots per inch), clarity, and proportional scaling 2D vs 3D representations: static vs active animation, UV spheres, models, wireframes, tessellation Animation styles: flipbook, static, active, camera following mechanics, character direction Coordinate systems: Cartesian grid, X/Y values, origin points, object positioning Compression and visual optimization: lossy vs lossless techniques and file handling Convex and concave structures in game environments Students also engage with true/false and fill-in-the-blank questions to solidify their understanding of abstract design concepts and game mechanics vocabulary. This document is ideal for: Video Game Design and Game Art students (Grades 9–12 or early college) Interactive Media or Animation courses Intro to Game Programming or Digital Art/Design classes Students prepping for project-based assessments or certification STEM and CTE (Career and Technical Education) pathways in game development Whether used for in-class reviews or personal exam prep, this guide supports strong content mastery and exam readiness in visual game design principles. Keywords: video game design, chapter 4, exam questions, game views, perspective, pixels, scene layout, pixel shading, interpolation, animation, compression, static animation, active animation, 2D vs 3D, wireframe, UV sphere, Cartesian coordinate system, proportional scaling, color theory

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Uploaded on
September 9, 2025
Number of pages
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Written in
2025/2026
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Video Game Design - Chapter 4
2025/2026 Exam Questions and Answers
| A+ Score Assured



Which perspective is rarely used in video games? - 🧠 ANSWER ✔✔second

person

Which perspective is displayed as though seen through the eyes of the

character? - 🧠 ANSWER ✔✔first person


Which of the following follows the player and keeps the avatar in the visible

play area? - 🧠 ANSWER ✔✔camera


The classic video game Frogger uses which view? - 🧠 ANSWER

✔✔overhead


Which term best describes a general set of colors used consistently

throughout a scene? - 🧠 ANSWER ✔✔Color palette.

, What is the view the player has during gameplay? - 🧠 ANSWER

✔✔perspective


Which of the following colors best conveys a mood of gloom? - 🧠 ANSWER

✔✔Gray


What is the term for the placement of objects on a game frame to create an

attractive layout, obstacles, and objectives that conveys the story and

mood? - 🧠 ANSWER ✔✔Scene


What direction is a character facing if the animation set is in the South

direction? - 🧠 ANSWER ✔✔Down


What is the term for the tiny dots of color that compose an image displayed

on a computer screen? - 🧠 ANSWER ✔✔Pixels


Which of the following is the best meaning for dpi when discussing image

clarity? - 🧠 ANSWER ✔✔Dots per inch.


Which term best describes the process of adding a colored pixel between

two native poles? - 🧠 ANSWER ✔✔Interpolation


What is the effect called when the computer fills in a pixel between native

poles when an image is stretched larger? - 🧠 ANSWER ✔✔Dithering

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