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Foundations Chapter 4

Total questions: 25

Worksheet time: 13mins

Name
Class
Date
1.

Describes how

the gameplay is displayed

on the screen and the

position of the player within

the game

a)

perspective

b)

immersion

c)

aesthetics

d)

graphics

2.

view of gameplay where the

player sees the game

through the eyes of the

character.

a)

2nd person perspective:

b)

first person perspective:

c)

3rd person perspective:

d)

enemy person perspective:

3.

the most

versatile view, it is of a neutral

person.

a)

2nd person perspective:

b)

1st person perspective:

c)

3rd person perspective:

d)

running person perspective:

4.

placement of objects on a

game frame to create an attractive

layout, obstacles, and objectives

that convey the story and mood

a)

picture

b)

animation

c)

static

d)

Scene

5.

object a player can

interact with

a)

active object:

b)

background object:

c)

sprite

d)

backdrop

6.

object player cannot

interact with

a)

active object:

b)

Background object:

c)

static object:

d)

sprite

7.

the smallest points or dots

a computer screen can generate

a)

color

b)

sprite

c)

Pixels

d)

3-D object

8.

the refining of

spaces between the points or

pixels of an object

a)

pixels

b)

points

c)

dots

d)

interpolation

9.

images that are

made out of dots or pixels they

are called bitmaps because

location and color of each pixel

is mapped

a)

Raster images:

b)

images:

c)

vector images:

d)

pictures

10.

images composed

of lines, curves, and fills. It is a

mathematical equation.

a)

raster images:

b)

vector images:

c)

images:

d)

pictures

11.

uses mathematical

formulas to approximate location

and color of each pixel

a)

pixelation

b)

shrinking

c)

Compression

d)

enlarging

12.

requires front

and back buffer front buffer

contains the composite image the

back buffer provides changes in the

composite image

a)

Double Buffering

b)

buffer zone

c)

blitz

d)

display screen

13.

Adding color and shading to represent a solid object in terms of 3-D design to make them appear solid and then projects the image onto a 2-D surface( computer screen)

a)

loading

b)

Rendering

c)

Maya

d)

3-D Max

14.

have characters and

backgrounds with length and

width the Characters can only move left,

right up down in the limits of the

game frame.

a)

3D games:

b)

video player

c)

2D games:

d)

2 person game

15.

all items

programmed for a complete

scene or level

a)

TV Screen

b)

computer screen

c)

dithering

d)

Game frame

16.

where the game

frame is moved so the player is

always in the visible game play

area

a)

controlling

b)

scrolling

c)

user interface

d)

rendering

17.

2D assets,

such as different posses for a

single character

a)

Tile set

b)

scrolling

c)

Sprite character set:

d)

dithering

18.

are standard sized tiles

arranged next to each other on a

single sheet as a single bitmap

image

a)

sprite sets

b)

pixels

c)

Tile sets

d)

color palette

19.

is like

coordinate graphing in math and

science classes X is left- right(horizontal) Y is up-down(vertical) Z is depth and is zero for 2D

games

a)

video game theory

b)

mathematics

c)

science

d)

Coordinate system

20.

creates a

sense of depth by using shading

and narrowing to represent the

3rd dimension

a)

Visual Perspective

b)

vanishing Perspective

c)

visual assets

d)

sprites

21.

point where

edges of all assets will meet at a

single point is extended

a)

visual Point

b)

vanishing Point

c)

dithering

d)

depth

22.

an invisible cube

inside of which the 3D object

completely fits

a)

Bounding Box

b)

Bounding circle

c)

Bounding area

d)

dither

23.

made up of several flat

rectangular or triangular faces that

make the object look round

a)

Box

b)

sphere

c)

square

d)

rectangle

24.

the object

retains its original pose while

moving on the screen

a)

active animation

b)

still photo

c)

basic animation

d)

static animation

25.

the object

changes pose while moving on the

screen

a)

active Animation

b)

static Animation

c)

basic animation

d)

moving pictures