EventssplineexpositioncomputervisionsyndromeSpawningself-awaregameflowloopFreytag’sPyramidBlendedanimationpre-bakedanimationsParametersMashupsdemographicsmoodboarddynamicsKiller(Club)InstantiatingMDAframeworkaudioslotsbackstoriesifstatementSoundcomponentsclippingAchiever(Diamond)positional/diegeticaudioMotionpathsforcefeedbackstartingcinematicGamestateConditionalimmersiveExplorer(Spade)state-basedanimationsystemPhysicalimmersionanimationstategraphParticlesystemSocializer(Heart)fallingactionnon-diegeticaudioEventssplineexpositioncomputervisionsyndromeSpawningself-awaregameflowloopFreytag’sPyramidBlendedanimationpre-bakedanimationsParametersMashupsdemographicsmoodboarddynamicsKiller(Club)InstantiatingMDAframeworkaudioslotsbackstoriesifstatementSoundcomponentsclippingAchiever(Diamond)positional/diegeticaudioMotionpathsforcefeedbackstartingcinematicGamestateConditionalimmersiveExplorer(Spade)state-basedanimationsystemPhysicalimmersionanimationstategraphParticlesystemSocializer(Heart)fallingactionnon-diegeticaudio

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