ghostingrarityguideBlendedanimationforcefeedbackHueemojiVignettegameflowspatialrepresentationMDAframeworkbubblingstarsystemsMotionpathsdirectionalprojectilesPost-processingeffectsgameplaysubsystemsParametersbackstoriesdemographicsSepiaPositivereinforcementAchiever(Diamond)BloomRepetitionExplorer(Spade)state-basedanimationsystemdynamicsFXAA- fastapproximateanti-aliasingContrastSoftwarestackssplineprojectilespreadanimation stategraph, orAnimStateGraphimmersiveself-awarefunnelingLAMPemphasisGamestatemoodboardpay-to-winmechanicsAlignmentlootcratesappropriationGamefeelbreak thefourthwalltargetingbalancecomputervisionsyndrome(CVS)clippingPhysicalimmersionCADprograms/computer-aided designprogramsSaturationbreadcrumbspre-bakedanimationshomingprojectilesghostingrarityguideBlendedanimationforcefeedbackHueemojiVignettegameflowspatialrepresentationMDAframeworkbubblingstarsystemsMotionpathsdirectionalprojectilesPost-processingeffectsgameplaysubsystemsParametersbackstoriesdemographicsSepiaPositivereinforcementAchiever(Diamond)BloomRepetitionExplorer(Spade)state-basedanimationsystemdynamicsFXAA- fastapproximateanti-aliasingContrastSoftwarestackssplineprojectilespreadanimation stategraph, orAnimStateGraphimmersiveself-awarefunnelingLAMPemphasisGamestatemoodboardpay-to-winmechanicsAlignmentlootcratesappropriationGamefeelbreak thefourthwalltargetingbalancecomputervisionsyndrome(CVS)clippingPhysicalimmersionCADprograms/computer-aided designprogramsSaturationbreadcrumbspre-bakedanimationshomingprojectiles

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