betatestingstageSpritesergonomicAPUSpawningproductioncycleSpatialaudiogamecreditsvariablefunctiongamegenreScriptsaudioslotsFreytag’sPyramidviewportfallingactionVirtualreality(VR)DeltaTimefirst-personSoundcomponentsuserinterfacepixelaugmentedreality (AR)non-diegeticaudiogameconsoleMashupsifstatementconsolechipsetConditionaltexturesdirectionallightiterativedesigngameperspectivesgamecontrollerCPUParticlesystemInstantiatingstoryboardsgameRigidbody.GPUstartingcinematicexpositioncomponentslooppositional/diegeticaudioEventsgamedesigndocument,or GDD,conceptarttile-sheetsbetatestingstageSpritesergonomicAPUSpawningproductioncycleSpatialaudiogamecreditsvariablefunctiongamegenreScriptsaudioslotsFreytag’sPyramidviewportfallingactionVirtualreality(VR)DeltaTimefirst-personSoundcomponentsuserinterfacepixelaugmentedreality (AR)non-diegeticaudiogameconsoleMashupsifstatementconsolechipsetConditionaltexturesdirectionallightiterativedesigngameperspectivesgamecontrollerCPUParticlesystemInstantiatingstoryboardsgameRigidbody.GPUstartingcinematicexpositioncomponentslooppositional/diegeticaudioEventsgamedesigndocument,or GDD,conceptarttile-sheets

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