Across
- 1. The colour that stands out amongst the rest.
- 3. The real-time engine we are using to create our levels.
- 5. Details that catch the player’s eye.
- 8. Placement of shapes and forms to guide the eye.
- 11. Early test version of a design.
- 12. Light data calculated in advance and saved to textures.
- 13. The invisible boundaries that block players.
- 15. A misleading but intentional player distraction.
- 16. The umbrella term for planning the level environment.
Down
- 2. The texture Map that makes objects appear self-lit.
- 4. The texture created to reduce real-time lighting cost.
- 6. A state of losing track of time.
- 7. The initial level made out of primitive shapes.
- 9. The starting area of the level.
- 10. Tool for guiding player emotion and attention.
- 12. An optional route that suggests the illusion of choice.
- 14. A more refined level using modified meshes.
