WorksheetsGame Development
Total questions: 35
Worksheet time: 22mins
Name
Class
Date
1.
1. A level as seen through the lens of a game designer, not an artist, is:
a)
ludic space
b)
peripheral space
c)
fixed space
d)
functional space
2.
_____ defines a space within a game, a virtual world for the player to explore within the gameplay created for them.Question options:
a)
A stage
b)
A game level
c)
A scenario
d)
all of the above
3.
What does the adjective “ludic” mean?
a)
related to logic and hierarchy
b)
pertaining to play and games
c)
designed through intelligence and planning
d)
derived from randomness
4.
___________are things like scripts, colliders, materials, etc. that are attached to a basic game object to add some behavior or quality to it.
a)
Traits
b)
Elements
c)
Assets
d)
Components
5.
The display of all of the properties for an active object is the:
a)
inspector
b)
hierarchy
c)
project View
d)
scene Editor
6.
How dark or light a pixel appears in a height map for a Unity terrain is showing:
a)
distance from a central horizontal axis
b)
relative height/altitude
c)
whether a spot is illuminated by a light source
d)
how many angles the terrain is viewable from
7.
The cube at the top right of the 3D view window (with the colored pointers) represents:
a)
the cardinal directions (north, south, east, and west)
b)
isometric, side-scrolling, and third person view toggles
c)
90-degree perspective switches (front, side, top, bottom, etc.)
d)
terrain molders (grow, shrink, elevate, etc.)
8.
Clicking on the cube that appears in the top right of the 3D view window will:
a)
create a new object
b)
center the view on the terrain
c)
undo your last action
d)
toggle between orthographic and perspective view
9.
The view that emulated how we view things in the real world, with farther away objects appearing smaller, is:
a)
orthographic view
b)
perspective view
c)
orthogonal view
d)
first-person view
10.
Middle-mouse clicking or pressing Q in the 3D view will:
a)
pick up and move the selected object
b)
copy the selected texture and “paint” where you point the cursor
c)
activate the pan tool
d)
orbit (or rotate) your view
11.
Which window is used to access the terrain sculpting tools?
a)
Hierarchy
b)
Inspector
c)
Level Editor
d)
Project View
12.
What do you need to do before you can use the Place Trees sculpting tool?
a)
A.have a 3D model in your game assets
b)
have a 2D texture in your game assets
c)
have a material in your game assets
d)
none of the above
13.
Opacity refers to:
a)
A.how dark/light a color is
b)
the density of a material
c)
the mass of an object
d)
the strength or effect of a brushstroke
14.
What is the benefit of adding textures to terrain with the Paint Texture tool?
a)
It gives the terrain object character and color variation, and adds realism.
b)
It directly modifies the physical properties of the terrain object.
c)
It defines spawn points and AI paths.
d)
all of the above
15.
With an object selected, the shortcut to enter the rotation tool is:
a)
the R key
b)
the T key
c)
the S key
d)
the E key
16.
Each scene is saved as:
a)
a Unity project in the main file menu
b)
a prefab in the Level Editor
c)
an asset in the Project view
d)
an object, in Hierarchy view
17.
The MOST BASIC requirement in most 3rd or 1st person 3D game genres is:
a)
the character can jump
b)
hostile AI reacts to player actions
c)
there are multiple save points in a level
d)
the player should not be able to walk through ordinary walls
18.
The rigid body component relies on the ________ component to know what 3D mesh represents the physical form of the object.
a)
Collison
b)
Collider
c)
Universal
d)
Transform
19.
A static mesh could also be referred to as:
a)
a texture
b)
a 3D model
c)
a sprite
d)
a material
20.
The texture that is immediately painted on all of a terrain once it has been added is the
a)
Base texture
b)
Albedo texture
c)
Default texture
d)
Initial texture
21.
The game engine Unity creates PC games but not console or mobile device phone/tablet) games
a)
True
b)
False
22.
The set of rules that defines how symbols are considered to be correctly structured in a code is:
a)
Language
b)
Syntax
c)
Script
d)
Lingo
23.
A frame is
a)
how often a game updates
b)
a complete scene, with objects, scripts, etc.
c)
a single code library
d)
the database that “points” code to the proper objects
24.
An engine is considered “cross-platform” if it:
a)
can develop both 2D and 3D games
b)
can include an in-app purchase component
c)
can be used to make games for different gaming systems and software packages
d)
can communicate with other platforms through wired or wireless communication ports
25.
The field of natural science that studies matter and how it moves and behaves through space and time is called:
a)
the scientific method
b)
physics
c)
astronomy
d)
chemistry
26.
Unity contains many free assets
a)
True
b)
False
27.
A text editor designed for editing and authoring code is:
a)
code editor
b)
debugger
c)
a script creator
d)
an asset database
28.
A flat, two-dimensional surface is:
a)
a plane
b)
a landscape
c)
a facade
d)
an axis
29.
The first few lines of a script that say “using”… that point the code to the right groups are called
a)
namespaces
b)
syntax
c)
frames
d)
directives
30.
A material is:
a)
any object which can be interacted with in a scene
b)
the raw polygons used to create complex shapes
c)
a type of texture mapped to a polygon
d)
all the objects used to define a scene
31.
In Unity, which view would you use to see models, scripts, textures, etc. for the entire game?
a)
scene view
b)
inspector view
c)
project view
d)
console view
32.
A developer would use a built-in code editor to create a game’s GUI/graphical user interface.
a)
True
b)
False
33.
_______ are used to organize code into logical groups
a)
Namespaces
b)
Syntaxes
c)
Scripts
d)
Classes
34.
In Unity, when you are looking at “colliders,” you are examining:
a)
scripts that determine the physics of how objects will interact with each other
b)
shapes used to represent where in a scene objects exist
c)
bitmaps the game uses to provide texture to objects v
d)
volumes the game uses to calculate collision
35.
The first section of code for a class, which runs on initialization, is called the “start.”
a)
true
b)
false
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