WorksheetsCompuScholar Chapter Thirteen: Game Design Strategies Exam Revie
Total questions: 20
Worksheet time: 10mins
Which of the following answers lists the classic steps of the waterfall development cycle, in order from first to last?
requirements, design, implementation, testing
design, requirements, testing, implementation
implementation, design, requirements, testing
testing, requirements, design, implementation
In which of the development cycle stages will you describe how your code will be written to support all of the game features?
design
requirements
implementation
testing
Which of the following steps is NOT part of a normal "requirements" phase of the development cycle?
Writing a design document
Brainstorming
Writing a game proposal
Storyboarding
What is the output of a brainstorming session?
An informal list of game ideas and main game features
A requirements document
A design document
A detailed list of all the images and sounds you'll need for the game
Which of the following is NOT normally a part of a requirements document (game proposal)?
A description of the Unity components needed for each sprite
A list of the game rules
A description of how the user inputs should trigger game actions
A description of how the user inputs should trigger game actions
. What kind of feedback might you receive from a professional game designer?
All of these and more
Guidance on how to implement game features
Suitability of the game for a particular market
Advice on game balancing and tuning
Why do many games use arrow keys for up / down / left / right movement?
This is a common game mechanic that is well-understood by most players
Other keys are all dedicated to other tasks
These are the only possibly keys you can use for those particular inputs
The arrow keys are processed more quickly than other keys on the keyboard
What common game mechanic can you use to keep your game from doing the same thing over and over again?
Randomization
Extra Lives
Taking Turns
Health
If your game increases the fire rate of a player each time the player shoots and hits a target, what have you created?
A positive feedback loop
A loot reward system
A negative feedback loop
A victory loop
Which of the following characteristics is most likely to make a player quit playing a game?
Boring
Creative
Rewarding
Intuitive
Why might you decide to tell a story within a game?
All of these are good reasons to tell a story
To help introduce new parts of the game or guide player actions
To help players emotionally identify with the game
To provide background before the game gets started
Which of the following will best contribute to a sense of player immersion?
An interesting story
Low-quality graphics and no sound effects
User input controls that are complex and challenging to use
All of these are true
If your game uses flashbacks, re-tells a story from different perspectives, or moves forward in time at irregular rates, what kind of storytelling are you using?
Non-linear storytelling
linear storytelling
Confusing storytelling
Non-fictional storytelling
If you are creating a car racing game, how might you allow the player (driver) to "level up"?
Give the driver more car options (better engines, tires, etc.) as he or she wins races
Allow the drive to move to other tracks of the same difficulty as he or she wins races
Increase the challenge from the computer-controlled cars in the next race
Give the other drivers a head start in the next race
Which of the following might you introduce with new game levels?
All of these and more
New maps
New enemies
New game mechanics
If you increase or decrease the challenge of computer-controlled cars in a racing game to match the skill level of the human player, what have you created?
Dynamic difficulty levels
Non-linear storytelling
An overall difficulty setting
A brand new game mechanic
Which of the following is the most direct risk if you begin coding without first creating a design document?
You may have to backtrack and throw away code
Your game is guaranteed to be unplayable
You may not have time to find or create the best graphics
Your game will tend to be less creative than most
Which of the following concepts or Unity elements might be described in a design document?
All of these and more
Sprites
Scripts
Data Management
What can another developer most likely do with your design document?
Create the project and write the code, if the design document is well-written
Use the design document to test your game
Use the design document to write a game proposal
All of these are equally likely
Why might you use an empty Controller design pattern in your game?
To create a place that can manage central game logic and data
To prepare an object to be cloned
To provide a an empty shell that can be used by artificial intelligence algorithms
As a starting point for a visible, on-screen sprite
