Computer Whizz

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Across
  1. 2. tracing: A light-rendering technique that simulates the interaction of light with objects in a game in such a way that it looks ultra-realistic.
  2. 4. A game version that contains all major features and assets. This version of a game contains no major bugs and is on its way to code release. Beta releases are occasionally given a limited release to the public for bug reporting and critical feedback.
  3. 6. Translating a game into multiple languages.
  4. 7. Artificial intelligence; an in-game entity whose functionality is dependent on computer code rather than human input. NPCs are common AI entities.
  5. 8. art: A design style that is typically limited to 8 and 16-bit graphics in order to closely match classic arcade and console graphics
  6. 9. A computer-programmed series of lines that form a three-dimensional (3D) object.
  7. 10. A method of preprocessing performed on game assets and data to ensure they load and perform well in real-time and do not slow down gameplay due to requiring a lot of processor or GPU capacity.
  8. 11. Compatible with more than one kind of hardware or operating system.
  9. 12. An in-game character or object that uses AI to interact with other objects in its environment.
  10. 15. A pre-rendered lighting system that is stored for continual use in a game.
  11. 18. A fully 3D asset in a video game that is created by adding textures and other features to a mesh.
  12. 19. The act of continuously generating and refreshing a 2D or 3D image through computer processing
  13. 21. A game version that contains all major features and most assets. This version of a game is usually circulated internally to test for quality and bugs.
Down
  1. 1. Utilizing real-life laws of physics in games to make movement and environmental behaviors more realistic.
  2. 3. Shorthand for anything that goes into a video game – characters, objects, sound effects, maps, environments, etc.
  3. 5. A handheld device with the computing power of a personal computer and features for real-time voice and data communications.
  4. 8. Interactive objects in a game.
  5. 10. Creating a stable and predictable gaming experience. For example, by making sure weapons deal appropriate damage and armor absorbs the damage adequately, as opposed to giving one weapon considerably more power than others, or by making levels too difficult to enjoyably complete. However, imbalanced gameplay is sometimes done on purpose.
  6. 11. A collection of vertices, edges, and faces that act as the foundation of a model in a video game.
  7. 13. designer: One who designs the aesthetic and structure of a game. NOTE: The terms “game designer” and “game developer” are often used interchangeably, though the two roles technically vary.
  8. 14. Small programs within larger game development processes typically used to control lighting and shadow effects.
  9. 16. gaming: Because you can play a mobile game almost anywhere, mobile gaming is one of the most popular forms of gaming in the world.
  10. 17. Another word for coding or programming; the act of writing code.
  11. 20. engine: Software that offers a suite of tools and features to game developers in order to build their games professionally and efficiently.