GAME DESIGN PART 2 FINAL EXAM QUESTIONS &
ANSWERS
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. - Answer -How are tags used in Unity
One where different quests are offered based on the in-game choices previously made
by the player. - Answer -What is an example of a dynamic campaign
Playing a pleasant "ding" sound when the player collects a coin - Answer -What is an
example of positive feedback that helps players know that collecting coins in an action
game is a good thing?
Dynamic campaign - Answer -A malleable progression of missions that are created in
real-time or even in response to the player's performance
Game state - Answer -What is going on in a game at any point in time
Goal design - Answer -The delicate skill of creating long-term user engagement by
designing clearly defined and well-crafted goals for the user to work towards over time
Level up - Answer -An upgrade to the player's character that leads to their gaining
increased stats or new abilities
Linear progression - Answer -Objectives or goals are completed in a set order
Nested victories - Answer -Big victories that can only be achieved when a number of
other, smaller victories have been achieved first
Nonlinear progression - Answer -Objectives or goals can be completed in a number of
different orders
Rampability - Answer -Difficulty ramping
Static campaignq - Answer -A set progression of scripted missions that the player must
complete to continue advancing in the game
Static class - Answer -A class that has variables and methods that can be accessed
from anywhere
A GUI refers to all menus, while a HUD is a specific overlay - Answer -What is the
difference between a GUI and a HUD
, The GUI must be effective across a variety of screen sizes and resolutions - Answer -
What is one GUI challenge faced by designers who want to present their game on
multiple platforms, including tables, consoles, and home PCs?
Concatenator - Answer -Plus symbol
Constructor - Answer -A method for creating an object in a class.
Creative commons - Answer -Free, easy-to-use copyright licenses provide a simple,
standardized way to give the public permission to share and use your creative work on
conditions of your choice
Destructive - Answer -Effects and changes applies to an audio file or track that are
permanently baked into the audio file, changing the sound waveform data
Digital audio workstation (DAW) - Answer -professional equipment designed to record,
edit, and play digital audio
Flags - Answer -Signals written into code to help the programmer know whether
something has happened or not
Foley sound - Answer -the reproduction of everyday sound effects that are added to
film, video, and other media in post-production to enhance audio quality.
Graphical user interface (GUI) - Answer -Type of user interface that allows a user to
interact with software using text, graphics, and visual images, such as icons.
Initializing - Answer -Assigning a variable its first value, setting it up
Lossless - Answer -a compression formula that reduces the file size without data loss
Lossy - Answer -a compression formula that reduces the file size by removing certain
pixels
Non-destructive editing - Answer -Audio processed with each component of the audio
as a layer in a stack
Scaling - Answer -Ensuring the game is displayed in the correct size and location for
the device being used
Sound effect libraries - Answer -Collections of recordings of many thousands of
different types of sounds
Switch statements - Answer -A type of statement in code that allows you to specify
many different actions, depending on the specific values stored in a variable
ANSWERS
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. - Answer -How are tags used in Unity
One where different quests are offered based on the in-game choices previously made
by the player. - Answer -What is an example of a dynamic campaign
Playing a pleasant "ding" sound when the player collects a coin - Answer -What is an
example of positive feedback that helps players know that collecting coins in an action
game is a good thing?
Dynamic campaign - Answer -A malleable progression of missions that are created in
real-time or even in response to the player's performance
Game state - Answer -What is going on in a game at any point in time
Goal design - Answer -The delicate skill of creating long-term user engagement by
designing clearly defined and well-crafted goals for the user to work towards over time
Level up - Answer -An upgrade to the player's character that leads to their gaining
increased stats or new abilities
Linear progression - Answer -Objectives or goals are completed in a set order
Nested victories - Answer -Big victories that can only be achieved when a number of
other, smaller victories have been achieved first
Nonlinear progression - Answer -Objectives or goals can be completed in a number of
different orders
Rampability - Answer -Difficulty ramping
Static campaignq - Answer -A set progression of scripted missions that the player must
complete to continue advancing in the game
Static class - Answer -A class that has variables and methods that can be accessed
from anywhere
A GUI refers to all menus, while a HUD is a specific overlay - Answer -What is the
difference between a GUI and a HUD
, The GUI must be effective across a variety of screen sizes and resolutions - Answer -
What is one GUI challenge faced by designers who want to present their game on
multiple platforms, including tables, consoles, and home PCs?
Concatenator - Answer -Plus symbol
Constructor - Answer -A method for creating an object in a class.
Creative commons - Answer -Free, easy-to-use copyright licenses provide a simple,
standardized way to give the public permission to share and use your creative work on
conditions of your choice
Destructive - Answer -Effects and changes applies to an audio file or track that are
permanently baked into the audio file, changing the sound waveform data
Digital audio workstation (DAW) - Answer -professional equipment designed to record,
edit, and play digital audio
Flags - Answer -Signals written into code to help the programmer know whether
something has happened or not
Foley sound - Answer -the reproduction of everyday sound effects that are added to
film, video, and other media in post-production to enhance audio quality.
Graphical user interface (GUI) - Answer -Type of user interface that allows a user to
interact with software using text, graphics, and visual images, such as icons.
Initializing - Answer -Assigning a variable its first value, setting it up
Lossless - Answer -a compression formula that reduces the file size without data loss
Lossy - Answer -a compression formula that reduces the file size by removing certain
pixels
Non-destructive editing - Answer -Audio processed with each component of the audio
as a layer in a stack
Scaling - Answer -Ensuring the game is displayed in the correct size and location for
the device being used
Sound effect libraries - Answer -Collections of recordings of many thousands of
different types of sounds
Switch statements - Answer -A type of statement in code that allows you to specify
many different actions, depending on the specific values stored in a variable