SpatialaudiogameSpawningergonomicgameconsoleEventsSpritesstoryboardsexpositionFreytag’sPyramidifstatementgamecreditsdirectionallightRigidbody.consolechipsetaugmentedreality (AR)SoundcomponentsviewportParticlesystemsAPUMashupsDeltaTimeloopsproductioncyclefallingactionpixelvariableConditionalconceptartVirtualreality(VR)texturesInstantiatingGPUbetatestingstageCPUScriptsfirst-personuserinterfacegamecontrolleriterativedesigncomponentstile-sheetsstartingcinematicgamedesigndocument,or GDD,audioslotsgamegenrefunctionpositional/diegeticaudionon-diegeticaudiogameperspectivesSpatialaudiogameSpawningergonomicgameconsoleEventsSpritesstoryboardsexpositionFreytag’sPyramidifstatementgamecreditsdirectionallightRigidbody.consolechipsetaugmentedreality (AR)SoundcomponentsviewportParticlesystemsAPUMashupsDeltaTimeloopsproductioncyclefallingactionpixelvariableConditionalconceptartVirtualreality(VR)texturesInstantiatingGPUbetatestingstageCPUScriptsfirst-personuserinterfacegamecontrolleriterativedesigncomponentstile-sheetsstartingcinematicgamedesigndocument,or GDD,audioslotsgamegenrefunctionpositional/diegeticaudionon-diegeticaudiogameperspectives

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