Game Design Vocab

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Across
  1. 6. In computer programs events describe this
  2. 11. Game-design software
  3. 12. a person who is involved in the development of a video game.
  4. 14. a program file that a computer can read and run.
  5. 16. the process a computer programmer uses to input the words and symbols that a computer can understand.
  6. 17. used mainly to provide artistic design to the scene
  7. 18. a video screen that senses pressure or electrical resistance from your finger to activate commands.
  8. 19. assigns programming to objects. An object is a container that has properties and methods (actions).
  9. 23. Objects that are not animated
  10. 25. an exact copy that inherits all the properties of the original object.
  11. 27. A short sound file
  12. 34. The process of matching the footsteps to the translation motion of the object is called
  13. 35. describes what must exist or become true.
  14. 36. A long sound file
  15. 37. the person who creates images and graphics used in a game.
  16. 39. When a 2D image is used in a game, it is called
Down
  1. 1. a single action-reaction relationship for the game.
  2. 2. Almost all game interactions follow the
  3. 3. allow the computer to give you information.
  4. 4. When an executable is changed to make it compatible with a different device
  5. 5. a list of computer commands.
  6. 7. things like the player avatar, obstacles, and rewards.
  7. 8. where you place game objects to create a scene
  8. 9. the smallest picture elements displayed on a video screen.
  9. 10. The collection of words and symbols themselves
  10. 13. describes what occurs when the condition is met.
  11. 15. an exact copy of an object, but its properties are not linked to the original.
  12. 20. not actual programming code, rather it is based on English and used to record the programming logic.
  13. 21. a series of images, or frames, with slight differences that are played in sequence to create the illusion of movement.
  14. 22. allow the user to give information to the computer.
  15. 24. a visual effect placed between the frames to gradually move to the next frame.
  16. 26. Movement of an object is referred to as
  17. 28. the process of inputting commands that a machine will execute.
  18. 29. how the player (user) connects to (interfaces with) the game.
  19. 30. breaks down the pseudocode logic statement into condition events and action events.
  20. 31. a programmable container that can have an interaction or event.
  21. 32. a repeating of an animation or sound when it reaches the end.
  22. 33. The process of changing computer codes, scripts, and other programming into a file that can run on a specific type of device
  23. 38. an accelerometer to sense how quickly you move the device and at what angle it is being held.