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WorksheetsFoundations Chapter 4
Total questions: 25
Worksheet time: 13mins
Describes how
the gameplay is displayed
on the screen and the
position of the player within
the game
perspective
immersion
aesthetics
graphics
view of gameplay where the
player sees the game
through the eyes of the
character.
2nd person perspective:
first person perspective:
3rd person perspective:
enemy person perspective:
the most
versatile view, it is of a neutral
person.
2nd person perspective:
1st person perspective:
3rd person perspective:
running person perspective:
placement of objects on a
game frame to create an attractive
layout, obstacles, and objectives
that convey the story and mood
picture
animation
static
Scene
object a player can
interact with
active object:
background object:
sprite
backdrop
object player cannot
interact with
active object:
Background object:
static object:
sprite
the smallest points or dots
a computer screen can generate
color
sprite
Pixels
3-D object
the refining of
spaces between the points or
pixels of an object
pixels
points
dots
interpolation
images that are
made out of dots or pixels they
are called bitmaps because
location and color of each pixel
is mapped
Raster images:
images:
vector images:
pictures
images composed
of lines, curves, and fills. It is a
mathematical equation.
raster images:
vector images:
images:
pictures
uses mathematical
formulas to approximate location
and color of each pixel
pixelation
shrinking
Compression
enlarging
requires front
and back buffer front buffer
contains the composite image the
back buffer provides changes in the
composite image
Double Buffering
buffer zone
blitz
display screen
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)
loading
Rendering
Maya
3-D Max
have characters and
backgrounds with length and
width the Characters can only move left,
right up down in the limits of the
game frame.
3D games:
video player
2D games:
2 person game
all items
programmed for a complete
scene or level
TV Screen
computer screen
dithering
Game frame
where the game
frame is moved so the player is
always in the visible game play
area
controlling
scrolling
user interface
rendering
2D assets,
such as different posses for a
single character
Tile set
scrolling
Sprite character set:
dithering
are standard sized tiles
arranged next to each other on a
single sheet as a single bitmap
image
sprite sets
pixels
Tile sets
color palette
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
video game theory
mathematics
science
Coordinate system
creates a
sense of depth by using shading
and narrowing to represent the
3rd dimension
Visual Perspective
vanishing Perspective
visual assets
sprites
point where
edges of all assets will meet at a
single point is extended
visual Point
vanishing Point
dithering
depth
an invisible cube
inside of which the 3D object
completely fits
Bounding Box
Bounding circle
Bounding area
dither
made up of several flat
rectangular or triangular faces that
make the object look round
Box
sphere
square
rectangle
the object
retains its original pose while
moving on the screen
active animation
still photo
basic animation
static animation
the object
changes pose while moving on the
screen
active Animation
static Animation
basic animation
moving pictures
