Killer(Club)Explorer(Spade)demographicsConditionalstartingcinematicAchiever(Diamond)ifstatementsplinefallingactionMotionpathsInstantiatingpositional/diegeticaudiomoodboardself-awareimmersiveBlendedanimationEventsMDAframeworkMashupsanimationstategraphParticlesystemSpawningstate-basedanimationsystemSocializer(Heart)Freytag’sPyramidPhysicalimmersionexpositionnon-diegeticaudioGamestatebackstoriesSoundcomponentsforcefeedbackcomputervisionsyndromeParameterslooppre-bakedanimationsdynamicsaudioslotsgameflowclippingKiller(Club)Explorer(Spade)demographicsConditionalstartingcinematicAchiever(Diamond)ifstatementsplinefallingactionMotionpathsInstantiatingpositional/diegeticaudiomoodboardself-awareimmersiveBlendedanimationEventsMDAframeworkMashupsanimationstategraphParticlesystemSpawningstate-basedanimationsystemSocializer(Heart)Freytag’sPyramidPhysicalimmersionexpositionnon-diegeticaudioGamestatebackstoriesSoundcomponentsforcefeedbackcomputervisionsyndromeParameterslooppre-bakedanimationsdynamicsaudioslotsgameflowclipping

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