Game Development Reference
In-Depth Information
Chapter 6
1.
False. QA refers to a specific department in a gaming company—Quality Assurance
and Software Testing. Because the success of a game relies so heavily on feedback
from game testing, many companies farm that work out to third-party companies
that provide intense, highly structured testing scenarios.
2.
B. The HUD is the visual component on the screen that allows a player to see the
state of the character or environment and can include health, points, time, and so
on. The term comes from the heads-up display created by the military, which dis-
plays critical data about an aircraft directly on the pilot's faceplate or windshield
so the pilot can keep their head up and not have to look down to read dials in the
cockpit.
3.
False. A diegetic interface is part of the gameplay. It's often shown as the dials on
the dashboard of a car. The game Dead Space uses a diegetic interface: marks
on the avatar's space suit show the health of the avatar.
4.
True. An argument exists among game designers as to which approach to design-
ing games is better: linear or nonlinear games. Statistics in sales and feedback
from gamers indicates there are likes and dislikes with both styles, so it is likely
both styles will continue to exist.
5.
a. The EULA is an agreement, provided by the game company to the purchasers
of their game, that outlines the user's rights and permissions as granted by the
designer. The purchaser must agree to it in order to gain access to the game.
Chapter 7
1.
a, D. This term is used to describe the job of the person who designs a level
and the software that is used to compile all of the pieces made for a level. Many
games today come with level editors built right into them so players can make
their “mods” or custom levels to play in based on the components provided with
the game like characters, architectural and landscape elements and sound.
2.
True. The array method shows a snapshot, moving footage or a graphic that rep-
resents another location in the game the player can jump to. This is another type
of navigation in a game different from using a map.
3.
a. In this type of game design, the spatial layout provides a central hub that
tends to be a bit friendlier for the player, a place they leave from and return to
without fear. The larger challenges tend to be out on the spokes.
4.
C. A launch icon is a shortcut a gamer can click to launch their game.
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