audioslotsPhysicalimmersionpositional/diegeticaudioEventsSocializer(Heart)Achiever(Diamond)loopKiller(Club)MotionpathsParticlesystembackstoriesifstatementmoodboarddemographicspre-bakedanimationsBlendedanimationSoundcomponentsstartingcinematicParametersFreytag’sPyramidanimationstategraphfallingactionConditionalnon-diegeticaudiocomputervisionsyndromeGamestatedynamicssplineExplorer(Spade)clippingMDAframeworkMashupsgameflowimmersiveself-awareInstantiatingstate-basedanimationsystemexpositionforcefeedbackSpawningaudioslotsPhysicalimmersionpositional/diegeticaudioEventsSocializer(Heart)Achiever(Diamond)loopKiller(Club)MotionpathsParticlesystembackstoriesifstatementmoodboarddemographicspre-bakedanimationsBlendedanimationSoundcomponentsstartingcinematicParametersFreytag’sPyramidanimationstategraphfallingactionConditionalnon-diegeticaudiocomputervisionsyndromeGamestatedynamicssplineExplorer(Spade)clippingMDAframeworkMashupsgameflowimmersiveself-awareInstantiatingstate-basedanimationsystemexpositionforcefeedbackSpawning

Game Design 1 Units 1&2 - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


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  1. audio slots
  2. Physical immersion
  3. positional/diegetic audio
  4. Events
  5. Socializer (Heart)
  6. Achiever (Diamond)
  7. loop
  8. Killer (Club)
  9. Motion paths
  10. Particle system
  11. backstories
  12. if statement
  13. mood board
  14. demographics
  15. pre-baked animations
  16. Blended animation
  17. Sound components
  18. starting cinematic
  19. Parameters
  20. Freytag’s Pyramid
  21. animation state graph
  22. falling action
  23. Conditional
  24. non-diegetic audio
  25. computer vision syndrome
  26. Game state
  27. dynamics
  28. spline
  29. Explorer (Spade)
  30. clipping
  31. MDA framework
  32. Mashups
  33. game flow
  34. immersive
  35. self-aware
  36. Instantiating
  37. state-based animation system
  38. exposition
  39. force feedback
  40. Spawning