non-diegeticaudiouserinterfacegamecontrollerGPUstartingcinematicpixelloopsMashupsifstatementFreytag’sPyramiddirectionallighttile-sheetspositional/diegeticaudioconsolechipsettexturesfunctiongamegenrefallingactionAPUfirst-personVirtualreality(VR)productioncycleconceptartvariableSpatialaudioviewportSpritesergonomiciterativedesignEventsScriptsgamedesigndocument,or GDD,InstantiatingDeltaTimecomponentsSoundcomponentsSpawningbetatestingstageConditionalgameaudioslotsgamecreditsaugmentedreality (AR)gameperspectivesexpositionParticlesystemsRigidbody.gameconsoleCPUstoryboardsnon-diegeticaudiouserinterfacegamecontrollerGPUstartingcinematicpixelloopsMashupsifstatementFreytag’sPyramiddirectionallighttile-sheetspositional/diegeticaudioconsolechipsettexturesfunctiongamegenrefallingactionAPUfirst-personVirtualreality(VR)productioncycleconceptartvariableSpatialaudioviewportSpritesergonomiciterativedesignEventsScriptsgamedesigndocument,or GDD,InstantiatingDeltaTimecomponentsSoundcomponentsSpawningbetatestingstageConditionalgameaudioslotsgamecreditsaugmentedreality (AR)gameperspectivesexpositionParticlesystemsRigidbody.gameconsoleCPUstoryboards

Video Game Design 1: Units 1-6 - 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. non-diegetic audio
  2. user interface
  3. game controller
  4. GPU
  5. starting cinematic
  6. pixel
  7. loops
  8. Mashups
  9. if statement
  10. Freytag’s Pyramid
  11. directional light
  12. tile-sheets
  13. positional/diegetic audio
  14. console chipset
  15. textures
  16. function
  17. game genre
  18. falling action
  19. APU
  20. first-person
  21. Virtual reality (VR)
  22. production cycle
  23. concept art
  24. variable
  25. Spatial audio
  26. viewport
  27. Sprites
  28. ergonomic
  29. iterative design
  30. Events
  31. Scripts
  32. game design document, or GDD,
  33. Instantiating
  34. Delta Time
  35. components
  36. Sound components
  37. Spawning
  38. beta testing stage
  39. Conditional
  40. game
  41. audio slots
  42. game credits
  43. augmented reality (AR)
  44. game perspectives
  45. exposition
  46. Particle systems
  47. Rigidbody.
  48. game console
  49. CPU
  50. storyboards