PhysicalimmersionExplorer(Spade)RepetitionbalanceVignetteCADprograms/computer-aided designprogramsgameflowAchiever(Diamond)state-basedanimationsystemPositivereinforcementspatialrepresentationtargetingemphasisanimation stategraph, orAnimStateGraphprojectilespreadFXAA- fastapproximateanti-aliasingdynamicspay-to-winmechanicsgameplaysubsystemsSaturationstarsystemsdirectionalprojectilesbackstoriesdemographicsimmersivebreadcrumbsfunnelingSoftwarestackshomingprojectilesLAMPappropriationHueGamestatebubblingBloomContrastself-awareGamefeelclippingbreak thefourthwallghostingsplineAlignmentemojiSepiaforcefeedbacklootcratesmoodboardMDAframeworkParametersrarityguideMotionpathscomputervisionsyndrome(CVS)pre-bakedanimationsBlendedanimationPost-processingeffectsPhysicalimmersionExplorer(Spade)RepetitionbalanceVignetteCADprograms/computer-aided designprogramsgameflowAchiever(Diamond)state-basedanimationsystemPositivereinforcementspatialrepresentationtargetingemphasisanimation stategraph, orAnimStateGraphprojectilespreadFXAA- fastapproximateanti-aliasingdynamicspay-to-winmechanicsgameplaysubsystemsSaturationstarsystemsdirectionalprojectilesbackstoriesdemographicsimmersivebreadcrumbsfunnelingSoftwarestackshomingprojectilesLAMPappropriationHueGamestatebubblingBloomContrastself-awareGamefeelclippingbreak thefourthwallghostingsplineAlignmentemojiSepiaforcefeedbacklootcratesmoodboardMDAframeworkParametersrarityguideMotionpathscomputervisionsyndrome(CVS)pre-bakedanimationsBlendedanimationPost-processingeffects

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