Game Development Reference
In-Depth Information
5.
C. When you create an environment, there is the visual component of how it looks;
however, the game uses animation and the engine to show how the player moves
through the world. Some elements in the environment can affect movement, such
as constant wind, severe weather, time warps slowing movement, and so on.
Chapter 4
1.
D. All of these are excellent reasons why a designer will want to come up with a vari-
ety of designs to review during the initial concept art phase.
2.
False. Although the finished game may indeed look and feel just like the vertical
slice, the “slice” is meant to show, during very early phases of design and produc-
tion, how the gameplay works. It can do that using temp art pieces, animation,
and audio.
3.
C. Demographic refers to who the audience is.This can mean age group, sex, race,
or cultural values. Understanding the demographic when designing games helps
pinpoint what things may be more successful based on other things that demo-
graphic tends to like.
4.
True. A way-cool character is fun to look at. But if the gameplay is not fun, no
one will play the game, and the character will soon be forgotten.
5.
C. Concept-vis is not a type of previs. Essentially, all types of previsualization deal
with concept work.
Chapter 5
1.
C. The isometric type of axonometric projection shows three faces to any object,
like a building, that are all the same size.
2.
False. The demographic for a game is the audience it is designed for.
3.
False. Most games played are categorized as E for everyone by the ESRB rating sys-
tem as reported by the ESA.
4.
B. Games are designed using either first-person or third-person POV.
5.
True. These kinds of backgrounds allow for infinite scrolling.
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