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Foundations Chapter 9 Exam

Total questions: 35

Worksheet time: 18mins

Name
Class
Date
1.

Anytime when the time schedule is not followed and the project is behind schedule is a?

a)

delay in production

b)

delay in budget

c)

perfect timing

d)

on schedule

2.

Spending more money than allotted for the project is ?

a)

under budget

b)

over budget

c)

on budget

d)

good for business

3.

If a design team of ten people, each earning $500 a day, is ten days past the deadline, how much

additional money has the company spent on salary?

a)

$40,000

b)

$500,000

c)

$50,000

d)

$5,000

4.

1) The game is tied to a movie release, 2) to release the

game in time for the holidays, 3) the game has a holiday theme, and 4) to enter the market

before a competitor.

a)

four examples of why a game’s release may be budget sensitive

b)

four examples of why a game’s release may be design sensitive

c)

four examples of why a game’s release may be player sensitive

d)

four examples of why a game’s release may be time sensitive

5.

List the stages in the game design process.

a)

Concept, construction, and tuning.

b)

Beginning, construction, and tuning.

c)

Concept, design, and tuning.

d)

Concept, construction, and selling

6.

To brainstorm ideas, get ideas on paper, form the structure of the game, and prepare for

production is in which stage?

a)

construction stage

b)

concept stage

c)

tuning stage

d)

Selling stage

7.

How many essential questions are in the concept stage of a video game design

a)

4

b)

5

c)

6

d)

7

8.

The rough idea of the game from the concept stage is refined into something workable is in which stage?

a)

tuning stage

b)

concept stage

c)

construction stage

d)

selling stage

9.

What is a game prototype?

a)

The final iteration of a game.

b)

game on paper

c)

game concept

d)

The first iteration of a game.

10.

List the eight areas of design that bridge the concept to construction.

a)

1) Gameplay modes, 2) protagonist and character development, 3) game world, 4) core mechanics, 5) mode elaboration, 6) story elaboration, 7) level design, and 8) testing and debugging.

b)

1) Gameplay modes, 2) protagonist and character development, 3) game world, 4) core mechanics, 5) mode elaboration, 6) story elaboration, 7) level design, and 8) selling

c)

1) Gameplay modes, 2) protagonist and character development, 3) game world, 4) core mechanics, 5) mode elaboration, 6) RPG development, 7) level design, and 8) testing and debugging.

d)

1) Tuning modes, 2) protagonist and character development, 3) game world, 4) core mechanics, 5) mode elaboration, 6) story elaboration, 7) level design, and 8) testing and debugging.

11.

What is the difference between primary gameplay mode and secondary gameplay mode?

a)

The primary gameplay mode is what the player must achieve as a goal of the game or level. The secondary gameplay mode is getting a higher score than your friend

b)

The primary gameplay mode is what the player must achieve as a goal of the game or level. The secondary gameplay mode is other objectives or activities the player completes for additional rewards.

c)

The primary gameplay mode is getting a higher score than your friend. The secondary gameplay mode is other objectives or activities the player completes for additional rewards.

d)

The primary gameplay mode is what the player must achieve as a goal of the game or level. The secondary gameplay mode is whatever the player wants it to be

12.

Define protagonist.

a)

The main character of the game.

b)

The villain of the game.

c)

The secondary character of the game.

d)

The doctor character of the game.

13.

Defining all aspects of the character, such as poses, facial expressions, body language, and

attitude is what?

a)

concept development

b)

character development

c)

tuning development

d)

design development

14.

The elements the characters can interact with and conquer encompasses what?

a)

real world

b)

game world

c)

imaginary world

d)

concept world

15.

Programming that enforces the rules of the game and the system-shall commands

a)

What are the concept mechanics

b)

What are the script mechanics

c)

What are the core mechanics

d)

What are the computer mechanics

16.

The adding of secondary gameplay modes for better immersion and storytelling is?

a)

game elaboration

b)

mode iteration

c)

game iteration

d)

mode elaboration

17.

Writing out the concept to put all pieces of the story together

a)

story elaboration

b)

mode elaboration

c)

game elaboration

d)

concept elaboration

18.

To program all interactions needed to take the protagonist through each level of the story is the goal of?

a)

game design

b)

level design

c)

story design

d)

team design

19.

The prototype version of the game that actually allows someone to play and test all of the

interactions in the game is the?

a)

second playable level

b)

first viewable level

c)

first playable level

d)

first animated level

20.

In which phase of construction are problems located and the product polished for the customer?

a)

Testing and playing

b)

Animating and debugging.

c)

Selling and debugging.

d)

Testing and debugging

21.

The idea of the tuning stage is finding the final small adjustments that will make the game a

commercial success, not finding bugs.

a)

True

b)

False

22.

is a collection of all of the written design documents needed to display information needed for

each designer, programmer, or artist working on the project.

a)

the governing game design document

b)

the final game design document

c)

the complete game design document

d)

the approved game design document

23.

documents used to present the game idea to the decision makers that will green light the project

a)

pitch documents

b)

PowerPoint documents

c)

presentation documents

d)

selling point documents

24.

Which document is like a résumé for a game idea?

a)

Low-concept document

b)

High-concept document

c)

Pitch-concept document

d)

Game-concept document

25.

These five pieces of information that should be included in what document?

1) Formal concept, 2) game overview, 3) game characteristics, 4) target market demographics,

and 5) gaming platform(s).

a)

target-analysis document.

b)

concept-analysis document.

c)

market-analysis document.

d)

design-analysis document.

26.

To list the items that are needed to create the game world is in which document?

a)

world-design document

b)

game-design document

c)

concept-design document

d)

construction-design document

27.

To detail the look of a character and the abilities of that character in which document?

a)

world-design document

b)

character-design document

c)

game-design document

d)

player-design document

28.

In which document are the rules and core mechanics of the game structured?

a)

character-design document

b)

world-design document

c)

Game-script document

d)

Game-development document

29.

Which document details the computer codes, event codes, and technical interactions between

the user interface and the core mechanics that will be built into the game?

a)

Game-script document

b)

character-design document

c)

world-design document

d)

Technical design document

30.

Why do companies use game-development tools?

a)

To streamline and simplify the design process

b)

To save money

c)

It is included in the budget

d)

They own the proprietary rights to them

31.

Applications or tools created for a specific purpose that are not available in existing software are?

a)

proprietary software

b)

custom software

c)

undeveloped software

d)

custom hardware

32.

What does COTS stand for?

a)

Cost of the software.

b)

Cost off the game

c)

Cost off the shelf.

d)

Consumer off the shelf.

33.

Four commercial software programs that are commonly used to create game assets are Maya, 3ds Max, Blender, and Photoshop.

a)

True

b)

False

34.

The two all-inclusive game engines available from Microsoft are DirectX and XNA.

a)

True

b)

False

35.

Which two programming language is udsed in Unity

a)

Java and 3DS

b)

DirectX and XNA.

c)

Photoshop and Maya

d)

C#