directionalprojectilesGamefeelbackstoriesmoodboardExplorer(Spade)emphasisPost-processingeffectsemojiGamestateSaturationbubblingAchiever(Diamond)gameplaysubsystemsLAMPpay-to-winmechanicsbreak thefourthwallAlignmentVignetteSoftwarestacksBlendedanimationSepiaclippingMDAframeworkanimation stategraph, orAnimStateGraphsplinefunnelingFXAA- fastapproximateanti-aliasingpre-bakedanimationsghostinglootcratesHueappropriationstarsystemsBloomimmersiveContrastPhysicalimmersionrarityguidetargetinghomingprojectilesdynamicsCADprograms/computer-aided designprogramsMotionpathscomputervisionsyndrome(CVS)forcefeedbackbalancePositivereinforcementParametersstate-basedanimationsystemself-awarespatialrepresentationprojectilespreaddemographicsgameflowRepetitionbreadcrumbsdirectionalprojectilesGamefeelbackstoriesmoodboardExplorer(Spade)emphasisPost-processingeffectsemojiGamestateSaturationbubblingAchiever(Diamond)gameplaysubsystemsLAMPpay-to-winmechanicsbreak thefourthwallAlignmentVignetteSoftwarestacksBlendedanimationSepiaclippingMDAframeworkanimation stategraph, orAnimStateGraphsplinefunnelingFXAA- fastapproximateanti-aliasingpre-bakedanimationsghostinglootcratesHueappropriationstarsystemsBloomimmersiveContrastPhysicalimmersionrarityguidetargetinghomingprojectilesdynamicsCADprograms/computer-aided designprogramsMotionpathscomputervisionsyndrome(CVS)forcefeedbackbalancePositivereinforcementParametersstate-basedanimationsystemself-awarespatialrepresentationprojectilespreaddemographicsgameflowRepetitionbreadcrumbs

Game Design 1B - 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. directional projectiles
  2. Game feel
  3. backstories
  4. mood board
  5. Explorer (Spade)
  6. emphasis
  7. Post-processing effects
  8. emoji
  9. Game state
  10. Saturation
  11. bubbling
  12. Achiever (Diamond)
  13. gameplay subsystems
  14. LAMP
  15. pay-to-win mechanics
  16. break the fourth wall
  17. Alignment
  18. Vignette
  19. Software stacks
  20. Blended animation
  21. Sepia
  22. clipping
  23. MDA framework
  24. animation state graph, or AnimStateGraph
  25. spline
  26. funneling
  27. FXAA- fast approximate anti-aliasing
  28. pre-baked animations
  29. ghosting
  30. loot crates
  31. Hue
  32. appropriation
  33. star systems
  34. Bloom
  35. immersive
  36. Contrast
  37. Physical immersion
  38. rarity guide
  39. targeting
  40. homing projectiles
  41. dynamics
  42. CAD programs/computer-aided design programs
  43. Motion paths
  44. computer vision syndrome (CVS)
  45. force feedback
  46. balance
  47. Positive reinforcement
  48. Parameters
  49. state-based animation system
  50. self-aware
  51. spatial representation
  52. projectile spread
  53. demographics
  54. game flow
  55. Repetition
  56. breadcrumbs