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GAME DESIGN EOPA 2025/ END OF PATHWAY FINAL EXAM, GAME DESIGN EXAM QUESTIONS, EOPA 450 QUESTIONS, GAME DEVELOPMENT ASSESSMENT, PATHWAY CERTIFICATION
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A programming language is a formal computer language that is used to communicate instructions to a computing device in order to control the computer's behavior in some way. ---------CORRECT ANSWER----------------
_______ is similar to a function but has limited calling notation and a limited number of parameters. ---------CORRECT ANSWER-----------------An operator An organization of objects that share the same template (that defines the data they use and what logic affects them) is: ---------CORRECT ANSWER- ----------------a class An invisible object that is used to create a game mechanic is called: --------- CORRECT ANSWER-----------------a dummy object The script to eliminate an object leaving a particular boundary would contain the following: ---------CORRECT ANSWER----------------- Destroy(other.gameobject) Selecting "Create Empty" from the GameObject menu will: --------- CORRECT ANSWER-----------------create an object that is just a transform Self-contained sequences of actions to be performed are: --------- CORRECT ANSWER-----------------algorithms Identifying the objects the code requires and describing how they are related to each other is: ---------CORRECT ANSWER-----------------data modelling
With an object selected, pressing CTRL D will: ---------CORRECT ANSWER-----------------copy the object You can "focus" on a terrain by using either the 3D view OR by using the Hierarchy. ---------CORRECT ANSWER-----------------True A terrain starts off as: ---------CORRECT ANSWER-----------------a flat grid of points A collider is required to: ---------CORRECT ANSWER-----------------make walls impassible The texture that is immediately painted on all of a terrain once it has been added is the: ---------CORRECT ANSWER-----------------Base Texture A level as seen through the lens of a game designer, not an artist, is: --------
What do you need to do before you can use the Place Trees sculpting tool? ---------CORRECT ANSWER-----------------have a 3D model in your game assets Which of the following is a free alternative for working with vector graphics? ---------CORRECT ANSWER-----------------Inkspace Artists who work exclusively on bitmaps that are tiled across 3D models are called: ---------CORRECT ANSWER-----------------Texture Artists Repeating a 2D image across the surface of a 3D mesh is also called: ------ ---CORRECT ANSWER-----------------Tiling It is an acceptable practice to take real-life photographs and convert them into repeatable textures for use in a game engine. ---------CORRECT ANSWER-----------------True No matter how abstract a game's art style may be, it is still referencing things the player knows in the real world. ---------CORRECT ANSWER------- ----------True Anything tangible that a culture produces is called: ---------CORRECT ANSWER-----------------an artifact
Organic modelling techniques are used mostly for: ---------CORRECT ANSWER-----------------forms that resemble natural, real-world objects, like oranges, trees, and people Art direction that is more "stylized" could be said to be more: --------- CORRECT ANSWER-----------------cartoony Ramp charts are generally created in ---------CORRECT ANSWER------------ -----Excel What is the worst risk run by requiring too many mechanics be successfully completed in a time-limited tutorial in the start of the game? --------- CORRECT ANSWER-----------------it may be too difficult for players, who never get to the "real" game Which of the following would be considered an example of asymmetrical game design? ---------CORRECT ANSWER-----------------all of the above Adjusting variables and other parameters of a game until they feel right and work well with the game's other mechanics and systems is: --------- CORRECT ANSWER-----------------tuning One way to emphasize cooperation in a multi-screen three-player game might be to: ---------CORRECT ANSWER-----------------implement abilities that can only be accessed when near another player
For new developers, the best way to get a reference point for object values is: ---------CORRECT ANSWER-----------------experimentation Which of the following is an example of a thought skill? ---------CORRECT ANSWER-----------------discerning an enemy's attack pattern so that you are ready to parry when they attack Most of the tuning for a game is likely to occur: ---------CORRECT ANSWER-----------------right before, and during, the Alpha phase A truly good game never becomes outdated by technological change. ------- --CORRECT ANSWER-----------------True When designing AI, you should aim to: ---------CORRECT ANSWER---------- -------balance fun versus a sense of accomplishment for being defeated The best way to keep a record of values and ranges that work for a script is: ---------CORRECT ANSWER-----------------use //comments in the script itself It's tempting to develop by building the first level (gameplay-wise, in a linear game) "first" in development because: ---------CORRECT ANSWER----------- ------it allows you to start the story off at the same time
Sony, Nintendo, Capcom, and Sega are all examples of: ---------CORRECT ANSWER-----------------publishers Publishers have little influence over game development. ---------CORRECT ANSWER-----------------False Copying a game in almost its entirety is: - --------CORRECT ANSWER-------- ---------cloning Independent studios that produce games exclusively for a particular publisher are: ---------CORRECT ANSWER-----------------second-party developers The DMCA is a law that regulates: ---------CORRECT ANSWER----------------
Game developers usually have some role in game marketing. --------- CORRECT ANSWER-----------------True Which region uses the PEGI rating system? ---------CORRECT ANSWER--- --------------Europe When considering who to approach as a possible mentor for you when you are developing and marketing your game, you should consider: --------- CORRECT ANSWER-----------------all of the above PCM ---------CORRECT ANSWER-----------------This option offers higher quality at the expense of larger file size and is best for very short sound effects. Force To Mono ---------CORRECT ANSWER-----------------When this option is enabled, multi-channel audio will be mixed down to a single track before packing. Streaming ---------CORRECT ANSWER-----------------This method uses a minimal amount of memory to buffer compressed data that is incrementally read from the disk and decoded on the fly. Preload Audio Data ---------CORRECT ANSWER-----------------The audio clip will be loaded when the scene is loaded. This is on by default.
Pitch ---------CORRECT ANSWER-----------------Amount of change sound due to slowdown/speed up of the Audio Clip. Play on Awake ---------CORRECT ANSWER-----------------The sound will start playing the moment the scene launches. Output ---------CORRECT ANSWER-----------------Use this property to redirect sound of the clip to an audio mixer. Stereo Pan ---------CORRECT ANSWER-----------------Sets the position in the stereo field of 2D sounds. Unity supports which formats: Choose ALL that apply. a) .wav b) .mdx c) .riff d) .aud e) .ogg f) .mod g) .snd h) .mp3 ---------CORRECT ANSWER-----------------a) .wav e) .ogg f) .mod h) .mp Which of the following are values of parameters within the AudioMixer are captured in a Snapshot?
Audio High Pass Filter ---------CORRECT ANSWER-----------------Removes signals with frequencies lower than the Cutoff Frequency. Preserve Sample Rate ---------CORRECT ANSWER-----------------This is the default setting for sampling. Decompress on Load ---------CORRECT ANSWER-----------------Use this option for smaller compressed sounds to avoid the performance overhead of decompressing on the fly. Audio Reverb Filter ---------CORRECT ANSWER-----------------Takes an Audio Clip and distorts it to create a custom "effect". Ducking ---------CORRECT ANSWER-----------------This allows you to alter the effect of one group based on what is happening in another group. Capsule ---------CORRECT ANSWER-----------------This primitive is a cylindrical object with hemispherical caps at each end. This has one unit in diameter and two units high - the body is one unit, and each cap is 0. units. It is textured so the image wraps around once and the edges pinch together at the apex of each hemisphere. Cylinder ---------CORRECT ANSWER-----------------This primitive is two units high and one unit in diameter. This is textured so that the image wraps
once around the tube shape of the body and repeats separately on the two flat ends. Plane ---------CORRECT ANSWER-----------------This primitive is a flat square with edges ten units long, divided into 200 triangles, and is oriented in the xy plane of the local coordinate space. This is textured so that the complete image appears once within the square. These are useful for most flat surfaces, such as floors and walls. Quad ---------CORRECT ANSWER-----------------This primitive is a square with edges one unit long, divided into two triangles, and is oriented in the xy plane of the local coordinate space. You can use this as a display screen for an image or movie. You can also use these to implement simple GUI and information displays, particles, sprites, and imposter images as substitutes for solid objects views at a distance. Sphere ---------CORRECT ANSWER-----------------This primitive has a diameter of one unit (that is, 0.5 unit radius). This is textured so that the image wraps around the object and the top and bottom edges pinch together at each pole. Layer-Based Collisions ---------CORRECT ANSWER-----------------A way to control which objects bumps into another specific objects. Euler Angle ---------CORRECT ANSWER-----------------Represents values of rotations sequentially around the z-axis, the x-axis and then the y-axis.
Parent ---------CORRECT ANSWER-----------------THIS is created when a Object is when one Object is dragged in the Hierarchy View on top of another Object. This will create a relationship between the two Objects. Below World has this relationship to Directional Light: GameObject ---------CORRECT ANSWER-----------------This is the most important concept in the Unity Editor. They are the fundamental objects in Unity that represent characters, props and scenery. Every object in your game is one of these. Prefab ---------CORRECT ANSWER-----------------THIS is an Object complete with all its components, property values, and child Objects as a reusable Asset. This acts as a template from which you can create new instances in the Scene. Transform ---------CORRECT ANSWER-----------------Every Object always has a THIS attached (to represent position and orientation) and it is not possible to remove this. THIS is used to store an Object's position, rotation, scale and parenting state. Chunk Mode ---------CORRECT ANSWER-----------------The Renderer groups Tiles by location, and batches their Sprites together for rendering. Select this mode for the best rendering performance with Tilemap. Individual Mode ---------CORRECT ANSWER-----------------The Renderer renders each Tile one a time, taking into account their location and sorting order. This mode enables the Sprites on the Tiles to interact with other Renderers in the scene or with a Custom Sorting Axis.
Sort Order ---------CORRECT ANSWER-----------------Set the direction that Tiles on the selected Tilemap are sequenced. Detect Chuck Culling Bounds ---------CORRECT ANSWER----------------- Determines how the Render detects the "edges" used for the culling of Tilemap chunks. These expand the edges of Tilemap chunks to ensure that oversized Sprites will not be clipped during culling. Distance Join 2D ---------CORRECT ANSWER-----------------Attaches two game objects controlled by rigidbody physics together and keeps them a certain distance apart. Hinge Joint 2D ---------CORRECT ANSWER-----------------Keeps two objects in a position relative to each other, so the objects are always offset at a given position and angle. For example, objects that need to react as if they are rigidly connected: They can't move away from each other, they can't move closer together, and they can't rotate with respect to each other. You can also use this joint to create a less rigid connection that flexes. Friction Joint 2D ---------CORRECT ANSWER-----------------Reduces both the linear and angular velocities between two game objects controlled by rigidbody physics to zero (ie: it slows them down and stops them). For example; a platform that rotates but resists that movement. Slider Joint 2D ---------CORRECT ANSWER-----------------Allows a game object controlled by rigidbody physics to slide along a line in space, like sliding doors, for example.