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Video Game Design Foundations
On a separate sheet of paper or in a word processing document, match the
following terms with the definitions that fit best.
A. active animation
B. backdrop
C. first-person perspective
D. geodesic sphere
E. second-person perspective
F. static animation
G. background object
H. third-person perspective
I. active object
J. mesh
1. Object in the game frame with which the player cannot interact.
2. Player sees the game as if the player were an opponent or intermediary;
rarely used in video games.
3. An object retains its original pose while moving.
4. A 3D shape created with interconnecting polygons stuck together along
their edges.
5. Object in the game frame with which the player can interact; can be
programmed.
6. Gameplay is viewed by a person who is not the player’s character or
opponent, rather a neutral third person; spectator view.
7. An object changes poses while moving on the screen.
8. Objects in a game frame that the player can touch or walk behind, but do
not damage or reward the player.
9. A 3D model created with faces of regular polygons, like a soccer ball.
10. Gameplay view where the player sees through the eyes of the character.
On a separate sheet of paper or in a word processing document, answer each of
the following questions.
11. What is the view that the player has during gameplay?
12. Which type of game is shown through the player’s eyes?
13. Overhead view and platform view are examples of _____ perspective
games.
14. Define scene as it relates to video games.
15. What is the difference between an active object and a background object?
16. Briefly describe the purpose of a storyboard.
17. What is a pixel?
18. What is the resolution of an image?
19. Define interpolation.
20. If a video display can support only 256 colors, what is the highest bit depth
the computer graphics card can read?
21. Describe the basic difference between a raster and vector image.
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