Rigidbody.non-diegeticaudiofirst-personiterativedesignSpatialaudiodirectionallightSpritesvariableMashupsGPUaudioslotsgameviewportEventsScriptsconsolechipsetSpawningFreytag’sPyramidfunctionbetatestingstagetile-sheetstexturesstoryboardsDeltaTimefallingactionInstantiatingexpositiongameperspectivesVirtualreality(VR)SoundcomponentsgamegenreCPUpixelgameconsolegamecreditsgamedesigndocument,or GDD,startingcinematicloopaugmentedreality (AR)positional/diegeticaudioproductioncycleuserinterfacecomponentsAPUconceptartConditionalifstatementergonomicParticlesystemgamecontrollerRigidbody.non-diegeticaudiofirst-personiterativedesignSpatialaudiodirectionallightSpritesvariableMashupsGPUaudioslotsgameviewportEventsScriptsconsolechipsetSpawningFreytag’sPyramidfunctionbetatestingstagetile-sheetstexturesstoryboardsDeltaTimefallingactionInstantiatingexpositiongameperspectivesVirtualreality(VR)SoundcomponentsgamegenreCPUpixelgameconsolegamecreditsgamedesigndocument,or GDD,startingcinematicloopaugmentedreality (AR)positional/diegeticaudioproductioncycleuserinterfacecomponentsAPUconceptartConditionalifstatementergonomicParticlesystemgamecontroller

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