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Video Game Design Foundations Video Game Design Foundations
ethical values: Rules that a character uses to
decide if something is right or wrong. (2)
event: Change in a computer program. (12)
event exploration: User interacts with an
event and tries to return the system back to a
static state. (13)
exaggeration: Amplifying some aspect of the
action beyond what is normal. (11)
exclusive right: Allows the creative work
to be used or reproduced only by the
person or company who owns the contract,
or to whomever they give permission to do
so. (10)
explicit challenge: Task that the player is
specifi cally instructed to complete. (5)
exposition: Introduction of the primary
confl ict of a story. (3)
expression sketch: Sketch that shows a set of
body positions and facial expressions for each
emotion needed. (2)
expressive context clue: Appears in the body
language of the character. (2)
extensible framework: Allows programmers
to add to custom classes and subroutines
that extend the use of the basic software
framework. (13)
extrinsic skills: Essential to complete a
task. (5)
F F
factory: Nonmaneuverable game asset with
some strategic value. (6)
fair use/fair dealings doctrine: Allows
a creative work to be used without
permission, but under very strict guidelines;
allows someone to reprint or display a
copyrighted work without permission for
the purpose of describing or reviewing the
creative work. (10)
falling action: Events that lead to the
resolution of the basic confl ict of a story; the
level of dramatic tension begins to decrease as
the confl icts are sorted out. (3)
fast track: To analyze a project’s tasks to fi nd
which can be done in parallel, or at the same
time. (1)
fi eld recording: Made by a sound engineer
using a microphone and recording device
outside of the studio. (8)
fi le-naming convention: Standardized way of
naming an asset. (8)
fi le size: Amount of storage space required
for the fi le; measured in bytes, megabytes, or
gigabytes. (10)
fi ll light: Used to eliminate unwanted
shadows or dark areas in the scene; also
called fl ood light. (10)
fi lter effect: Alters the base image based
on parameter defi nitions or settings for the
fi lter. (9)
fi rewall: Computer program or physical
device that prevents users or information
from entering a computer network. (5)
fi rst playable level: First iteration of the game’s
fi rst level that can be played and tested. (1)
fi rst-person perspective: Positions the camera
as the player’s eyes. (5)
fi ve essential questions: Questions that
form the foundation of the concept for the
game. (1)
fi ve Ps of video game publishing: Pitch;
preproduction; production; post production;
patch and return distribution. (1)
fl at character: Character who does not
develop or change throughout a story. (3)
fl ip-book animation: Created by drawing
a picture on the edge of each page in a
notebook with a slight difference between
each picture. (11)
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