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Monument Valley

Total questions: 14

Worksheet time: 12mins

Name
Class
Date
1.

What type of perspective is used in Monument Valley’s level design?

a)

One-point perspective

b)

Two-point perspective

c)

Isometric perspective

d)

Atmospheric perspective

2.

Which of these best describes Monument Valley’s colour scheme?

a)

Dark, moody, and high contrast

b)

Soft, pastel, and atmospheric

c)

Highly saturated with neon accents

d)

Black and white minimalism

3.

How does Monument Valley guide players through levels without using text?

a)

It uses colour, light, and movement to direct attention.

b)

It relies on pop-up instructions.

c)

It lets players randomly explore with no direction.

d)

It has a voiceover explaining each step.

4.

Monument Valley is inspired by the works of artist (a)   , known for his impossible geometric illusions.

Choose from the below words
M.C. Escher
Pablo Picasso
Frida Kahlo
Jackson Pollock
5.

The game’s use of colour helps create an emotional atmosphere. Warm colours like red and orange suggest (a)   , while cool colours like blue and purple create a feeling of​ ​ (b)   .

Choose from the below words
danger or urgency
calm or mystery
love and romance
sickness and nervousness
6.

In isometric design, objects do not follow traditional perspective rules. Instead of converging towards a vanishing point, they remain at a constant (a)   ° angle.

Choose from the below words
30
60
90
45
7.
Question Image

Match the following: Design Principle and Effect in Game

a)

Minimalism

1.

Creates a clean, uncluttered feel

b)

Isometric Perspective

2.

Helps maintain depth, no vanishing point

c)

Optical Illusions

3.

Allows for impossible structures

d)

Colour & Lighting

4.

Guides the player’s eye

8.

Place the following design elements into the correct category:

Categorize the following

Gradients

Symmetry

Soft Pastel Colours

Optical Illusions

High Contrast Shadows

Flat Colour Blocks

Used in Monument Valley
Not Used in Monument Valley
9.

How does Monument Valley use negative space in its composition?

a)

To create a sense of mystery and minimalism

b)

To create a sense of love and romance

c)

To create a sense of horror and fright

d)

To create a sense of confusion and sickness

10.

Monument Valley’s designs often use impossible geometry (like Escher-inspired illusions). Which of these is a key effect used to achieve this?

a)

First-person perspective shifting

b)

Realistic physics-based rendering

c)

Optical illusion through isometric projection

d)

Randomly generated environments

11.

How does the game use colour psychology to guide players?

a)

Only bright, saturated colours are used to grab attention.

b)

Warmer colours (reds, oranges) indicate danger, while cooler colours (blues, purples) feel calm.

c)

The colour scheme changes randomly with no meaning.

d)

Dark colours are only used to hide level exits.

12.

Monument Valley’s environments often feel surreal and dreamlike. Which design principle helps achieve this?

a)

Heavy use of text and detailed backstory

b)

Photorealistic landscapes

c)

Clashing patterns and chaotic layouts

d)

Symmetry and repetition

13.

How does the game’s minimalist UI and typography affect the player experience?

a)

It removes distractions so players can focus on the visuals.

b)

It makes it harder to understand the game.

c)

It forces players to read long tutorials before playing.

d)

It hides all game mechanics, making the game confusing.

14.

Monument Valley’s environments often feature floating structures and disconnected pathways. What emotion does this evoke in the player?

a)

A feeling of frustration and stress

b)

A sense of wonder and curiosity

c)

A realistic and grounded atmosphere

d)

A lack of engagement due to its simplicity