MashupsScriptsdirectionallightviewportvariableEventsgamedesigndocument,or GDD,DeltaTimecomponentsstartingcinematicuserinterfaceaudioslotsifstatementSpawninggameconceptarttile-sheetsCPUfallingactionstoryboardsgameconsoleexpositionpositional/diegeticaudiotexturesproductioncycleRigidbody.functionbetatestingstageFreytag’sPyramidgamecontrollerConditionalAPUaugmentedreality (AR)iterativedesignVirtualreality(VR)Particlesystemconsolechipsetgamecreditsnon-diegeticaudioGPUgamegenreSpatialaudiopixelfirst-personSpritesInstantiatingergonomicSoundcomponentsgameperspectivesloopMashupsScriptsdirectionallightviewportvariableEventsgamedesigndocument,or GDD,DeltaTimecomponentsstartingcinematicuserinterfaceaudioslotsifstatementSpawninggameconceptarttile-sheetsCPUfallingactionstoryboardsgameconsoleexpositionpositional/diegeticaudiotexturesproductioncycleRigidbody.functionbetatestingstageFreytag’sPyramidgamecontrollerConditionalAPUaugmentedreality (AR)iterativedesignVirtualreality(VR)Particlesystemconsolechipsetgamecreditsnon-diegeticaudioGPUgamegenreSpatialaudiopixelfirst-personSpritesInstantiatingergonomicSoundcomponentsgameperspectivesloop

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