userinterfaceSpatialaudiotexturesgamecreditsbetatestingstageConditionalScriptsgamecontrollerfirst-persondirectionallightexpositiongameconceptartcomponentsstoryboardsMashupsiterativedesignifstatementVirtualreality(VR)APUSoundcomponentsstartingcinematicSpawninggamegenreInstantiatingvariableaugmentedreality (AR)GPUfallingactiongameperspectivespixelaudioslotsconsolechipsetergonomictile-sheetsFreytag’sPyramidloopsgameconsolepositional/diegeticaudioSpritesDeltaTimefunctionRigidbody.viewportCPUParticlesystemsproductioncyclenon-diegeticaudiogamedesigndocument,or GDD,EventsuserinterfaceSpatialaudiotexturesgamecreditsbetatestingstageConditionalScriptsgamecontrollerfirst-persondirectionallightexpositiongameconceptartcomponentsstoryboardsMashupsiterativedesignifstatementVirtualreality(VR)APUSoundcomponentsstartingcinematicSpawninggamegenreInstantiatingvariableaugmentedreality (AR)GPUfallingactiongameperspectivespixelaudioslotsconsolechipsetergonomictile-sheetsFreytag’sPyramidloopsgameconsolepositional/diegeticaudioSpritesDeltaTimefunctionRigidbody.viewportCPUParticlesystemsproductioncyclenon-diegeticaudiogamedesigndocument,or GDD,Events

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