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Video Game Design Foundations
regeneration: System is reset to its original
state. (13)
relative: Connected to or dependent on
something else. (11)
rendering: Applying colors and textures to
create a final image. (2)
repetitive-motion injury: Injury that occurs
as a result of doing the same motion over and
over. (4)
reseller marketing: Publisher allows
someone else to sell its game. (1)
resolution: When the conflict of a story is
over. (3)
resolution strategy model: Requires players
to negotiate a diplomatic solution. (6)
resource management: Using limited
resources effectively to achieve a goal. (6)
retail marketing: Boxed game is shipped
from a manufacturing point and travels
through several other points before reaching
the customer. (1)
reverb: Echo effect that makes sound full by
simulating the reflecting of sound waves off
of walls and objects. (8)
riddle: Linguistic puzzle solved with wit and
skill. (7)
rising action: Events that create the basic
internal conflict of a story; tension builds to
the climax. (3)
room: In video game design, a scene in a
level. (3)
rotation: Circular movement about a central
point. (5, 11)
round character: Character who develops
and changes throughout a story. (3)
Rube Goldberg: Synonym for overly
complicated; Goldberg was an American
cartoonist who became famous for his drawings
of machines that were overly complex or over-
engineered to perform very basic tasks. (7)
Ruby: General purpose, object-oriented
language. (12)
rule of thirds: Guideline that states an
image should be divided into three sections
horizontally and three sections vertically to
create nine areas. (9)
rules: State how a game is to be played, what
is allowed, and what is not allowed. (1)
S
sample: Small segment of recorded sound. (8)
sampler: Device that records a sound and
plays it back at different pitches. (8)
sampling: Taking a small group from an
audience and asking them questions on their
likes and dislikes. (4)
sampling frequency: How many times per
second the sound data are recorded. (8)
sandbox level design: Level design that
allows a player to move freely without
restriction from any room to any other
room in the game; also called network
design. (3)
Sanskrit: Classical language of India. (2)
sawtooth-challenge design: Allows for
challenges to increase and then decrease in
difficulty. (5)
scientific method: Systematic approach
involving defining a problem, collecting data
through experimentation, and formulating
and testing a hypothesis. (13)
scope: Area of a game map displayed by the
camera. (5)
secondary action: Complementary action;
motion caused by the dominant or primary
action. (11)
secondary sounds: Caused from the first
interaction. (11)
second-person perspective: Uses the eyes of
the opponent as the camera position. (5)
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