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EDL243 - Foundations of Game Design - Unit 6

Total questions: 36

Worksheet time: 18mins

Name
Class
Date
1.

What is the purpose of visual design in game design?

a)

To make things pretty

b)

To communicate information effectively

c)

To create interesting characters

d)

To make the game more difficult

2.

Where can visual design be applied in game design?

a)

Only in game art

b)

Only in level designs

c)

Only in interfaces

d)

In game art, level designs, interfaces, menus, and more

3.

What are the basic building blocks of visual design in a video game?

a)

Rules and mechanics

b)

Characters and storylines

c)

Design elements

d)

Game levels and interfaces

4.

What is the role of a designer in visual design?

a)

To randomly choose design elements

b)

To arrange design elements on the page or screen

c)

To create rules and mechanics

d)

To create characters and storylines

5.

What is a point in visual design?

a)

A small dot that is not visible

b)

A position in space

c)

An area of focus in a design

d)

A building block for lines

6.

Why are points important in visual design?

a)

They make the design more interesting

b)

They help create areas of focus

c)

They make the design more colorful

d)

They are necessary for creating lines

7.

Why does the position of a point matter in visual design?

a)

It determines the color of the point

b)

It determines the size of the point

c)

It determines the shape of the point

d)

It affects where the user's attention is directed

8.

Choose all that apply: Which of the following are the purpose of using lines in design?

a)

To separate

b)

To divide

c)

To indicate direction

d)

To organize

9.

Choose all that apply: Which of the following characteristics can lines have?

a)

Thick or thin

b)

Straight

c)

Curved

d)

Single width

e)

Variable width

10.

Choose all that apply: How can lines be used in games?

a)

To organize a menu

b)

To indicate a character's walking path

c)

To outline an important button

11.

What is shape in visual design?

a)

A 3D object with height, width, and depth

b)

A 2D area with a boundary

c)

A combination of lines and colors

d)

A familiar name for a geometric figure

12.

Shapes can be used in their simple form or used as a starting point to add details and textures to complex visuals.

a)

true

b)

false

13.

What is form in visual design?

a)

A 2D area with a boundary

b)

A 3D version of shape with a boundary

c)

A combination of perspective and shading

d)

A sense of space and solidness

14.

How is form usually communicated in visual design?

a)

Through perspective and shading

b)

Through shapes and lines

c)

Through colors and textures

d)

Through characters and storylines

15.

In gaming, where can the concept of form be applied?

a)

Only to characters

b)

Only to game worlds

c)

Only to 3D models

d)

To characters, 3D models, and game worlds

16.

What is space within the Elements of Design?

a)

the 'empty' part of a design

b)

an unimportant area that's there just because

c)

the part above and below lines of text that make it easier to read

d)

space is not part of the Elements of Design

17.

What is the purpose of texture in the Elements of Design?

a)

there is no purpose, you can't touch it so it doesn't actually have texture

b)

its the property that makes it appear to have a certain quality of touch

c)

it only applies to 3D art and it's what makes them three dimentional

d)

it's part of animation and making things cartoon-ish

18.

How can you see value using your eyes?

a)

You can't. It's digital only.

b)

You squint and filter out the details.

c)

You look at the price tag.

d)

Things only have value if you believe they're important

19.

Which of these is an example of value within the Elements of Design?

a)

adding shading to a circle to make it look like a sphere

b)

proving a price list to investors for your game or elements of your game

c)

using shapes to create other shapes

d)

adding empty areas to make items look bigger or smaller on the screen

20.

Everyone sees colors the same, so there shouldn't be any discrepency between viewing them.

a)

True

b)

False

21.

What are some design choices that can influence how efficiently a viewer can read text?

a)

Typeface, size, color, letter spacing

b)

Characters, storylines, rules, mechanics

c)

Art, arrangement, interface, project

d)

Font, feeling, future, design

22.

What is the purpose of design choices in relation to text?

a)

To make the text look pretty

b)

To communicate information effectively

c)

To create interesting characters

d)

To make the text more difficult to read

23.

When will the art of arranging text be covered in the future?

a)

When designing game levels

b)

When creating characters and storylines

c)

When designing an interface for the Game On project

d)

When choosing colors and textures for visuals

24.

What are the design principles in relation to the elements of design?

a)

The elements of design are tools and guidelines for designers to use.

b)

The design principles are the building blocks of design.

c)

The design principles are how elements are used and combined to communicate information.

d)

The design principles are the guidelines for designers to follow.

25.

How should designers use the design principles?

a)

There is only one right way to use the design principles.

b)

Designers should use the design principles as tools and guidelines.

c)

Designers should use the design principles as building blocks.

d)

Designers should use the design principles to create interesting characters.

26.

How does a good composition differ from a bad one?

a)

A good composition guides the viewer's eye on a journey, while a bad one may be uncomfortable to look at.

b)

A good composition makes the design look pretty, while a bad one makes it difficult to understand.

c)

A good composition creates interesting characters, while a bad one lacks creativity.

d)

A good composition makes the design more difficult, while a bad one is easy to navigate.

27.

What is the purpose of unity in design?

a)

To make the design look pretty

b)

To communicate information effectively

c)

To create interesting characters

d)

To make the design more difficult

28.

Unity in design refers to the overall cohesion and membership of the different design elements together as a group.

a)

True

b)

False

29.

Balance is the overall distribution of design elements and can be beneficial when both balanced and unbalanced, depending on your needs.

a)

True

b)

False

30.

The idea that different elements draw attention to different parts of a design is called -

a)

emphasis

b)

hierarchy

c)

contrast

d)

balance

31.

___ is the utilization of size, position, and other techniques to communicate how different elements are grouped and categorized.

a)

emphasis

b)

hierarchy

c)

contrast

d)

balance

32.

Rhythm is the use of repetition and spacing to create patterns and set expectations in the viewer’s mind.

a)

True

b)

False

33.

Which of the following are things that you can contrast?

a)

large vs small, loud vs quiet, light vs dark

b)

loud vs quiet, light vs small, fast vs slow

c)

light vs small, fast vs quick, loud vs quiet

d)

light vs dark, fast vs quick, large vs small

e)

fast vs slow, light vs dark, color vs brightness

34.

Which of the following questions help you decide if you've made a good design?

a)

Are you happy with the design, and are there any things that you'd change?

b)

What is the goal of the design, and how well does it reach the goal?

c)

Are you considered an expert in your design?

d)

Does the design make the player comfortable, happy, and excited?

35.

All designs must be 'pretty'.

a)

True

b)

False

36.

Which descriptors are negative when talking about a design?

a)

elegant & dynamic

b)

balances & unified

c)

muddy & crowded

d)

unbalanced & disorganized