functionviewportSpatialaudiodirectionallightpositional/diegeticaudioconceptartVirtualreality(VR)MashupsgamecreditsgamecontrollerloopInstantiatinguserinterfacegameexpositiontile-sheetsSpritesaugmentedreality (AR)componentsstoryboardsAPUfallingactionFreytag’sPyramidvariableCPUgamegenreifstatementfirst-personRigidbody.gameconsoleEventsiterativedesigngamedesigndocument,or GDD,ParticlesystembetatestingstageDeltaTimeSpawningproductioncycleaudioslotsnon-diegeticaudiopixelergonomicgameperspectivesstartingcinematicconsolechipsettexturesConditionalSoundcomponentsScriptsGPUfunctionviewportSpatialaudiodirectionallightpositional/diegeticaudioconceptartVirtualreality(VR)MashupsgamecreditsgamecontrollerloopInstantiatinguserinterfacegameexpositiontile-sheetsSpritesaugmentedreality (AR)componentsstoryboardsAPUfallingactionFreytag’sPyramidvariableCPUgamegenreifstatementfirst-personRigidbody.gameconsoleEventsiterativedesigngamedesigndocument,or GDD,ParticlesystembetatestingstageDeltaTimeSpawningproductioncycleaudioslotsnon-diegeticaudiopixelergonomicgameperspectivesstartingcinematicconsolechipsettexturesConditionalSoundcomponentsScriptsGPU

Fall 25: Video Game 1: Units 1-6 - 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. function
  2. viewport
  3. Spatial audio
  4. directional light
  5. positional/diegetic audio
  6. concept art
  7. Virtual reality (VR)
  8. Mashups
  9. game credits
  10. game controller
  11. loop
  12. Instantiating
  13. user interface
  14. game
  15. exposition
  16. tile-sheets
  17. Sprites
  18. augmented reality (AR)
  19. components
  20. storyboards
  21. APU
  22. falling action
  23. Freytag’s Pyramid
  24. variable
  25. CPU
  26. game genre
  27. if statement
  28. first-person
  29. Rigidbody.
  30. game console
  31. Events
  32. iterative design
  33. game design document, or GDD,
  34. Particle system
  35. beta testing stage
  36. Delta Time
  37. Spawning
  38. production cycle
  39. audio slots
  40. non-diegetic audio
  41. pixel
  42. ergonomic
  43. game perspectives
  44. starting cinematic
  45. console chipset
  46. textures
  47. Conditional
  48. Sound components
  49. Scripts
  50. GPU