Post-processingeffectsanimation stategraph, orAnimStateGraphpay-to-winmechanicsmoodboardVignettePhysicalimmersiondemographicsspatialrepresentationSoftwarestackspre-bakedanimationsimmersivebreadcrumbsgameflowAlignmentHuefunnelingclippingExplorer(Spade)Motionpathslootcratesstate-basedanimationsystemprojectilespreadrarityguideRepetitionappropriationSepiacomputervisionsyndrome(CVS)backstoriesFXAA- fastapproximateanti-aliasingemojidynamicsbubblingghostingGamefeelParametersBlendedanimationSaturationforcefeedbackLAMPBloomAchiever(Diamond)splineMDAframeworkemphasisself-awareContrasthomingprojectilesGamestatebalancePositivereinforcementbreak thefourthwallgameplaysubsystemstargetingstarsystemsCADprograms/computer-aided designprogramsdirectionalprojectilesPost-processingeffectsanimation stategraph, orAnimStateGraphpay-to-winmechanicsmoodboardVignettePhysicalimmersiondemographicsspatialrepresentationSoftwarestackspre-bakedanimationsimmersivebreadcrumbsgameflowAlignmentHuefunnelingclippingExplorer(Spade)Motionpathslootcratesstate-basedanimationsystemprojectilespreadrarityguideRepetitionappropriationSepiacomputervisionsyndrome(CVS)backstoriesFXAA- fastapproximateanti-aliasingemojidynamicsbubblingghostingGamefeelParametersBlendedanimationSaturationforcefeedbackLAMPBloomAchiever(Diamond)splineMDAframeworkemphasisself-awareContrasthomingprojectilesGamestatebalancePositivereinforcementbreak thefourthwallgameplaysubsystemstargetingstarsystemsCADprograms/computer-aided designprogramsdirectionalprojectiles

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