expositionmoodboardloopcomputervisionsyndromeifstatementsplinepositional/diegeticaudiodemographicsMotionpathsdynamicsimmersiveforcefeedbacknon-diegeticaudiofallingactionGamestateExplorer(Spade)clippingaudioslotsbackstoriesstartingcinematicEventsBlendedanimationFreytag’sPyramidself-awareanimationstategraphAchiever(Diamond)pre-bakedanimationsgameflowSoundcomponentsInstantiatingKiller(Club)MashupsParticlesystemstate-basedanimationsystemConditionalPhysicalimmersionSpawningMDAframeworkSocializer(Heart)Parametersexpositionmoodboardloopcomputervisionsyndromeifstatementsplinepositional/diegeticaudiodemographicsMotionpathsdynamicsimmersiveforcefeedbacknon-diegeticaudiofallingactionGamestateExplorer(Spade)clippingaudioslotsbackstoriesstartingcinematicEventsBlendedanimationFreytag’sPyramidself-awareanimationstategraphAchiever(Diamond)pre-bakedanimationsgameflowSoundcomponentsInstantiatingKiller(Club)MashupsParticlesystemstate-basedanimationsystemConditionalPhysicalimmersionSpawningMDAframeworkSocializer(Heart)Parameters

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