Across
- 3. – To judge how well a design works and how it could be improved.
- 8. – The shape, size, and physical appearance of a design.
- 9. – Trying out a game to see what works, what doesn’t, and how fun it is.
- 12. – How interesting, exciting, or fun a game is for players.
- 13. – What a product or game is supposed to do.
- 14. – An early version of a game used to test ideas before the final version is made.
- 15. – The limits or rules that affect a design, such as time, space, safety, or materials.
- 16. – Creating a new or improved idea that adds value.
- 18. – Designing a game so everyone can participate, regardless of ability or background.
- 19. Cycle – The steps designers follow: investigate, plan, create, and evaluate.
- 20. – The rules and actions that explain how a game is played.
Down
- 1. – A clear explanation of why a design choice was made.
- 2. – Making sure a game is fair and not too easy or too hard for any player
- 4. Audience – The specific group of people a design is made for.
- 5. Experience (UX) – How players feel when they play the game and how easy it is to understand and use.
- 6. – A detailed list of requirements that a design must follow.
- 7. – A requirement or goal that a design must meet to be successful.
- 10. – Helpful comments or suggestions used to improve a design.
- 11. – How a game looks and feels, including colors, shapes, and overall style.
- 17. – A new version of a game created after making changes based on feedback.
