startingcinematicVirtualreality(VR)audioslotsSpatialaudiouserinterfaceFreytag’sPyramidSoundcomponentsconsolechipsetviewportergonomicpositional/diegeticaudiovariablegameconsoletexturesfallingactionScriptsfirst-persongameloopfunctiongameperspectivesInstantiatingAPUDeltaTimeconceptartstoryboardsgamecreditsnon-diegeticaudioEventsSpawningCPUSpritesiterativedesignConditionalaugmentedreality (AR)ifstatementdirectionallightgamegenreexpositioncomponentsproductioncyclegamecontrollerMashupsParticlesystempixelRigidbody.tile-sheetsbetatestingstagegamedesigndocument,or GDD,GPUstartingcinematicVirtualreality(VR)audioslotsSpatialaudiouserinterfaceFreytag’sPyramidSoundcomponentsconsolechipsetviewportergonomicpositional/diegeticaudiovariablegameconsoletexturesfallingactionScriptsfirst-persongameloopfunctiongameperspectivesInstantiatingAPUDeltaTimeconceptartstoryboardsgamecreditsnon-diegeticaudioEventsSpawningCPUSpritesiterativedesignConditionalaugmentedreality (AR)ifstatementdirectionallightgamegenreexpositioncomponentsproductioncyclegamecontrollerMashupsParticlesystempixelRigidbody.tile-sheetsbetatestingstagegamedesigndocument,or GDD,GPU

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