storyboardsproductioncyclegameperspectivesRigidbody.componentsInstantiatinggameCPUnon-diegeticaudiogamegenreConditionalFreytag’sPyramidaudioslotsSpritesconceptartParticlesystemsvariablebetatestingstagegameconsoleaugmentedreality (AR)tile-sheetsScriptsGPUMashupsSoundcomponentsfallingactionAPUviewportpixelifstatementgamecreditsergonomiciterativedesignfunctionSpawninggamedesigndocument,or GDD,first-personpositional/diegeticaudioSpatialaudiostartingcinematicDeltaTimeVirtualreality(VR)expositionloopstexturesgamecontrollerEventsconsolechipsetuserinterfacedirectionallightstoryboardsproductioncyclegameperspectivesRigidbody.componentsInstantiatinggameCPUnon-diegeticaudiogamegenreConditionalFreytag’sPyramidaudioslotsSpritesconceptartParticlesystemsvariablebetatestingstagegameconsoleaugmentedreality (AR)tile-sheetsScriptsGPUMashupsSoundcomponentsfallingactionAPUviewportpixelifstatementgamecreditsergonomiciterativedesignfunctionSpawninggamedesigndocument,or GDD,first-personpositional/diegeticaudioSpatialaudiostartingcinematicDeltaTimeVirtualreality(VR)expositionloopstexturesgamecontrollerEventsconsolechipsetuserinterfacedirectionallight

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