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Game Development Vocab

Total questions: 70

Worksheet time: 35mins

Name
Class
Date
1.

Games that are created and released typically by mid-size or major publishers

a)

Indie

b)

AAA ( Triple A)

c)

Alpha

d)

Beta

2.

An in-game character or object that uses AI to interact with other objects in its environment.

a)

VR

b)

XR

c)

Asset

d)

Agent:

3.

Artificial intelligence; an in-game entity whose functionality is dependent on computer code rather than human input. NPCs are common AI entities.

a)

XR

b)

VR

c)

AI

d)

MR

4.

A game version that contains all major features and most assets. This version of a game is usually circulated internally to test for quality and bugs.

a)

Alpha

b)

Beta

c)

Indie

d)

Baking

5.

Shorthand for anything that goes into a video game – characters, objects, sound effects, maps, environments, etc.

a)

Beta

b)

Baking

c)

Assets

d)

Balance

6.

A method of preprocessing performed on game assets and data to ensure they load and perform well in real-time and do not slow down gameplay due to requiring a lot of processor or GPU capacity.

a)

Beta

b)

Baking

c)

Assets

d)

Balance

7.

Creating a stable and predictable gaming experience. For example, by making sure weapons deal appropriate damage and armor absorbs the damage adequately, as opposed to giving one weapon considerably more power than others, or by making levels too difficult to enjoyably complete. However, imbalanced gameplay is sometimes done on purpose.

a)

Beta

b)

Baking

c)

Assets

d)

Balance

8.

A game version that contains all major features and assets. This version of a game contains no major bugs and is on its way to code release. Beta releases are occasionally given a limited release to the public for bug reporting and critical feedback.

a)

Beta

b)

Baking

c)

Assets

d)

Balance

9.

Any development issue that makes a game unenjoyable, unstable, or unplayable in its current state.

a)

Cert

b)

Build

c)

Bug

d)

Cinematics/ Cut-scene

10.

Game development lingo for the “version” of a game. Also known as a “release” or “release candidate.”

a)

Cert

b)

Build

c)

Bug

d)

Cinematics/ Cut-scene

11.

Certification. The process whereby console manufacturers test a game for compatibility with their hardware and distribution platforms. This does not include playtesting or quality assurance.

a)

Cert

b)

Build

c)

Bug

d)

Cinematics/ Cut-scene

12.

Segments of a game that are not controlled by the player. These are usually used to draw attention to major story points.

a)

Cert

b)

Build

c)

Bug

d)

Cinematics/ Cut-scene

13.

The process of predefining certain areas in a game in which rendering occurs, which optimizes game performance in those selected areas

a)

Clipping

b)

Clipping region

c)

Code

d)

Code release

14.

An area of a game that is optimized for rendering Game Objects and terrain.

a)

Clipping

b)

Clipping region

c)

Code

d)

Code release

15.

Computer languages used for creating and defining functionality in software. Unity uses C# (C Sharp) for coding games.

a)

Clipping

b)

Clipping region

c)

Code

d)

Code release

16.

The version of a game that is ready to be sent to console manufacturers for certification.

a)

Clipping

b)

Clipping region

c)

Code

d)

Code release

17.

The action of two objects coming together and touching/striking one another in-game. The simple act of your playable character standing on a floor in a house requires collision parameters on both the character’s feet and the floor, otherwise, that character would simply fall through the floor.

a)

Collision detection

b)

Console

c)

Content

d)

Collision

18.

A process that determines when and where an object will “collide” with another object in-game. This is typically done using an object called a hitbox that will either prevent a collision or decide what area needs to be reached to create a collision.

a)

Collision detection

b)

Console

c)

Content

d)

Collision

19.

A type of personal computer specifically built for gaming. Sony PlayStation, Microsoft Xbox, and Nintendo Switch are all examples of consoles.

a)

Collision detection

b)

Console

c)

Content

d)

Collision

20.

Everything that makes up your game, such as assets, components, Game Objects, and scripts.

a)

Collision detection

b)

Console

c)

Content

d)

Collision

21.

Something that can work or be used on different platforms.

a)

Culling

b)

Debug

c)

Demo

d)

Cross-platform

22.

The detection, isolation, and rejection of any unnecessary data in game design

a)

Culling

b)

Debug

c)

Demo

d)

Cross-platform

23.

Finding and removing bugs in a game. Sometimes referred to as “bug-bashing.”

a)

Culling

b)

Debug

c)

Demo

d)

Cross-platform

24.

A proof-of-concept version of a game, typically released to the public for promotional and/or feedback purposes.

a)

Culling

b)

Debug

c)

Demo

d)

Cross-platform

25.

Slang for “developer” or “development.”

a)

Dev

b)

Developement

c)

Edge

d)

event

26.

The connection between two vertices of an angle.

a)

Dev

b)

Development

c)

Edge

d)

event

27.

A game action that is completed through user input. When a player presses a button on their controller and the on-screen character jumps, this is considered an event.

a)

Dev

b)

Development

c)

Edge

d)

event

28.

Any aspect of a game that creates its value and purpose. Mechanics, story, and level design are all considered features.

a)

Game design document

b)

Feature

c)

Game designer

d)

Game developer

29.

A professional document created by game developers to fully define and justify the game they’ve created or plan to create, usually as part of their pitch to a publisher. The story, gameplay, characters, level design, and other integral pieces of a game are laid out and described in a game design document.

a)

Game design document

b)

Feature

c)

Game designer

d)

Game developer

30.

One who designs the aesthetic and structure of a game. NOTE: The terms “game designer” and “game developer” are often used interchangeably, though the two roles technically vary.

a)

Game design document

b)

Feature

c)

Game designer

d)

Game developer

31.

One who turns a game design into a playable game through coding and in-engine asset creation.

a)

Game design document

b)

Feature

c)

Game designer

d)

Game developer

32.

The act of creating a game

a)

Hitbox

b)

Game engine

c)

Gold master

d)

Game development

33.

Software that offers a suite of tools and features to game developers in order to build their games professionally and efficiently.

a)

Hitbox

b)

Game engine

c)

Gold master

d)

Game development

34.

A game that has met all publisher and platform requirements, includes all assets and features, and is considered ready for launch.

a)

Hitbox

b)

Game engine

c)

Gold master

d)

Game development

35.

An invisible object created around another GameObject that determines the area where collisions with other objects will occur.

a)

Hitbox

b)

Game engine

c)

Gold master

d)

Game development

36.

In game development, the act of putting an asset into a standalone frame of action and capturing that moment, to be followed by others, until there is a series of these frames to effectively convey animation of the asset.

a)

Mechanics

b)

Localization

c)

Lightmap

d)

Keyframing

37.

A pre-rendered lighting system that is stored for continual use in a game.

a)

Mechanics

b)

Localization

c)

Lightmap

d)

Keyframing

38.

Translating a game into multiple languages.

a)

Mechanics

b)

Localization

c)

Lightmap

d)

Keyframing

39.

The essential functions, rules, and outcomes that create gameplay. Mechanics are what make a game rewarding, entertaining, and interactive.

a)

Mechanics

b)

Localization

c)

Lightmap

d)

Keyframing

40.

A collection of vertices, edges, and faces that act as the foundation of a model in a video game.

a)

Mobile gaming

b)

Mobile

c)

Mesh

d)

Model

41.

A handheld device with the computing power of a personal computer and features for real-time voice and data communications

a)

Mobile gaming

b)

Mobile

c)

Mesh

d)

Model

42.

one of the most popular ambulant forms of gaming in the world.

a)

Mobile gaming

b)

PC Gaming

c)

Console gaming

d)

Model

43.

A fully 3D asset in a video game that is created by adding textures and other features to a mesh.

a)

Mobile gaming

b)

Mobile

c)

Mesh

d)

Model

44.

Compatible with more than one kind of hardware or operating system.

a)

Physics

b)

Multiplatform

c)

Parallax

d)

PC

45.

A technique used in 2D game development where background images move at a different speed relative to their foreground counterparts during player/scene movement, creating depth and scale.

a)

Physics

b)

Multiplatform

c)

Parallax

d)

PC

46.

Abbreviation for personal computer, typically referring to a desktop or laptop computer.

a)

Physics

b)

Multiplatform

c)

Parallax

d)

PC

47.

Utilizing real-life laws of physics in games to make movement and environmental behaviors more realistic

a)

Physics

b)

Multiplatform

c)

Parallax

d)

PC

48.

The smallest building-block of a screen image; a single point of light or color that, when combined with other pixels, forms a picture or larger graphical element.

a)

Playtest

b)

Polygons

c)

Pixel

d)

Pixel Art

49.

A design style that is typically limited to 8 and 16-bit graphics in order to closely match classic arcade and console graphics.

a)

Playtest

b)

Polygons

c)

Pixel

d)

Pixel Art

50.

Playing through each new build of a game in order to find bugs, ensure gameplay flow, and explore potential opportunities for improvement.

a)

Playtest

b)

Polygons

c)

Pixel

d)

Pixel Art

51.

A computer-programmed series of lines that form a three-dimensional (3D) object.

a)

Playtest

b)

Polygons

c)

Pixel

d)

Pixel Art

52.

Interactive objects in a game.

a)

Prop

b)

Prototyping

c)

Ray tracing

d)

Quality assurance

53.

Creating different early versions of a game to explore different mechanics and features to decide which will be best for the full game.

a)

Prop

b)

Prototyping

c)

Ray tracing

d)

Quality assurance

54.

Testing a game for its overall quality, which normally includes finding and eliminating bugs.

a)

Prop

b)

Prototyping

c)

Ray tracing

d)

Quality assurance

55.

A light-rendering technique that simulates the interaction of light with objects in a game in such a way that it looks ultra-realistic.

a)

Prop

b)

Prototyping

c)

Ray tracing

d)

Quality assurance

56.

A type of computer animation that puts a set of “bones” inside a mesh, allowing the otherwise static mesh to be articulated and posed for animation keyframing.

a)

Render

b)

Scripting

c)

shaders

d)

Skeletal animation

57.

The act of continuously generating and refreshing a 2D or 3D image through computer processing.

a)

Render

b)

Scripting

c)

shaders

d)

Skeletal animation

58.

Another word for coding or programming; the act of writing code.

a)

Render

b)

Scripting

c)

shaders

d)

Skeletal animation

59.

Small programs within larger game development processes typically used to control lighting and shadow effects.

a)

Render

b)

Scripting

c)

shaders

d)

Skeletal animation

60.

Bitmap images, often used as 2D GameObjects. In 3D, sprites generally function as textures.

a)

Sprite

b)

Texture mapping

c)

Texture

d)

Terrain

61.

Anything that creates the environment in a video game.

a)

Sprite

b)

Texture mapping

c)

Texture

d)

Terrain

62.

A visual wrapping placed around GameObjects, such as the skin on a character.

a)

Sprite

b)

Texture mapping

c)

Texture

d)

Terrain

63.

The process of applying textures to GameObjects

a)

Sprite

b)

Texture mapping

c)

Texture

d)

Terrain

64.

Menus, inventories, and other non-game interactive systems on-screen.

a)

UI

b)

Tilemap

c)

Tile

d)

UX

65.

An image that is used to create other, bigger images (such as a platform) in a 2D game.

a)

UI

b)

Tilemap

c)

Tile

d)

UX

66.

A system that stores and handles tile assets for creating 2D levels.

a)

UI

b)

Tilemap

c)

Tile

d)

UX

67.

User experience. Ensuring that the design and implementation of a game is pleasing and user-friendly.

a)

UI

b)

Tilemap

c)

Tile

d)

UX

68.

A point in 2D or 3D space. Joining two vertices together forms an edge.

a)

vector

b)

Visual scripting

c)

Vertex

d)

Vertical slice

69.

A proof-of-concept portion of a game, typically given to investors or publishers for a chance at receiving funding and partnerships

a)

vector

b)

Visual scripting

c)

Vertex

d)

Vertical slice

70.

A method of organizing and generating code visually, where developers can create and connect graphical nodes to organize different GameObjects, events, programs, etc.

a)

vector

b)

Visual scripting

c)

Vertex

d)

Vertical slice