gameCPUgamecontrollerpositional/diegeticaudioMashupsloopsgamecreditsconceptartgamedesigndocument,or GDD,texturesVirtualreality(VR)Scriptsergonomicgameperspectivesaugmentedreality (AR)viewportgameconsoleConditionalFreytag’sPyramidtile-sheetsSoundcomponentsbetatestingstageGPUiterativedesignParticlesystemsgamegenrefallingactionSpritescomponentsdirectionallightstoryboardsuserinterfacenon-diegeticaudioDeltaTimefirst-personSpatialaudiostartingcinematicifstatementInstantiatingAPUconsolechipsetexpositionvariableproductioncycleSpawningpixelfunctionEventsaudioslotsRigidbody.gameCPUgamecontrollerpositional/diegeticaudioMashupsloopsgamecreditsconceptartgamedesigndocument,or GDD,texturesVirtualreality(VR)Scriptsergonomicgameperspectivesaugmentedreality (AR)viewportgameconsoleConditionalFreytag’sPyramidtile-sheetsSoundcomponentsbetatestingstageGPUiterativedesignParticlesystemsgamegenrefallingactionSpritescomponentsdirectionallightstoryboardsuserinterfacenon-diegeticaudioDeltaTimefirst-personSpatialaudiostartingcinematicifstatementInstantiatingAPUconsolechipsetexpositionvariableproductioncycleSpawningpixelfunctionEventsaudioslotsRigidbody.

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.


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