lootcratesspatialrepresentationMDAframeworkPhysicalimmersionforcefeedbackbubblingdirectionalprojectilesfunnelingbreak thefourthwalldynamicsclippingVignetteSepiahomingprojectilesMotionpathsAchiever(Diamond)targetingstate-basedanimationsystemprojectilespreadExplorer(Spade)pay-to-winmechanicsappropriationBloomemojirarityguidesplineHueimmersivedemographicspre-bakedanimationsPositivereinforcementcomputervisionsyndrome(CVS)starsystemsbackstoriesGamefeelContrastgameplaysubsystemsLAMPRepetitionPost-processingeffectsCADprograms/computer-aided designprogramsBlendedanimationghostinganimation stategraph, orAnimStateGraphFXAA- fastapproximateanti-aliasingGamestatebalanceemphasismoodboardSaturationParametersbreadcrumbsself-awareSoftwarestacksgameflowAlignmentlootcratesspatialrepresentationMDAframeworkPhysicalimmersionforcefeedbackbubblingdirectionalprojectilesfunnelingbreak thefourthwalldynamicsclippingVignetteSepiahomingprojectilesMotionpathsAchiever(Diamond)targetingstate-basedanimationsystemprojectilespreadExplorer(Spade)pay-to-winmechanicsappropriationBloomemojirarityguidesplineHueimmersivedemographicspre-bakedanimationsPositivereinforcementcomputervisionsyndrome(CVS)starsystemsbackstoriesGamefeelContrastgameplaysubsystemsLAMPRepetitionPost-processingeffectsCADprograms/computer-aided designprogramsBlendedanimationghostinganimation stategraph, orAnimStateGraphFXAA- fastapproximateanti-aliasingGamestatebalanceemphasismoodboardSaturationParametersbreadcrumbsself-awareSoftwarestacksgameflowAlignment

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.


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