How to design video games
  • 1. What is the first step in designing a video game?
A) Playtesting
B) Marketing
C) Conceptualization
D) Prototyping
  • 2. What does 'game feel' primarily refer to?
A) The graphical fidelity
B) The storyline complexity
C) The tactile and sensory feedback
D) The number of characters
  • 3. What is a 'game mechanic'?
A) A graphical asset
B) A player character
C) A musical score
D) A rule that governs gameplay
  • 4. What is 'level design' primarily focused on?
A) Game engine development
B) Sound effects
C) Creating environments for gameplay
D) Character animation
  • 5. What is the purpose of 'playtesting'?
A) To develop the game's code
B) To gather feedback on gameplay
C) To create marketing materials
D) To write the game's story
  • 6. Which document outlines the game's vision and features?
A) Marketing Plan
B) Game Design Document (GDD)
C) Software Requirement Specification (SRS)
D) Technical Design Document (TDD)
  • 7. What is 'difficulty scaling'?
A) Writing dialogue
B) Composing music
C) Creating character models
D) Adjusting difficulty based on player progress
  • 8. What is 'monetization' in game design?
A) Managing the development team
B) Creating art assets
C) Generating revenue from the game
D) Developing the game engine
  • 9. What is 'UI/UX' design concerned with?
A) Game engine optimization
B) Sound design
C) User interface and user experience
D) Story writing
  • 10. What does 'emergent gameplay' refer to?
A) Linear level design
B) Scripted cutscenes
C) Unexpected gameplay from system interactions
D) Pre-determined storylines
  • 11. What is the purpose of a game prototype?
A) To finalize all art assets
B) To write the game's manual
C) To test core mechanics
D) To release the game
  • 12. What is 'game balance'?
A) Ensuring fairness and challenge
B) Composing background music
C) Writing promotional copy
D) Creating detailed character models
  • 13. What is 'procedural generation'?
A) Hiring voice actors
B) Developing a physical board game version
C) Manually creating all game assets
D) Generating content algorithmically
  • 14. What is a 'game loop'?
A) Core gameplay cycle
B) A level's layout
C) The game's ending
D) A cutscene sequence
  • 15. Which of these is NOT a common game engine?
A) Unity
B) Photoshop
C) Godot
D) Unreal Engine
  • 16. What is 'animation' in game design?
A) Composing music
B) Designing levels
C) Creating movement for characters and objects
D) Writing dialogue
  • 17. What is 'sound design'?
A) Creating levels
B) Creating audio elements
C) Designing characters
D) Writing code
  • 18. What is 'AI' in video games?
A) Artistic Impression
B) Audio Integration
C) Advanced Imagery
D) Artificial intelligence
  • 19. What is 'AAA' in the gaming industry?
A) An acronym for a game development tool
B) A specific type of game genre
C) A low-budget indie game
D) High-budget, high-profile game
  • 20. What is 'indie game'?
A) A game developed by a large company
B) A type of AAA game
C) A specific game genre
D) Independent developed game
  • 21. What does 'MVP' stand for in game development?
A) Major Video Project
B) Maximum Visual Potential
C) Most Valuable Player
D) Minimum Viable Product
  • 22. What is 'narrative design' focused on?
A) Creating character animations
B) Storytelling and world-building
C) Designing user interfaces
D) Optimizing game performance
  • 23. What is 'camera control' important for?
A) Sound effects quality
B) Character modeling
C) Code optimization
D) Player perspective and navigation
  • 24. What is 'version control'?
A) Controlling the game's difficulty
B) Managing changes to code and assets
C) Controlling the game's AI
D) Managing the game's budget
  • 25. What is 'debuging' in game development?
A) Testing game music
B) Identifying and fixing errors
C) Creating art assets
D) Writing the game's story
  • 26. What is a 'target audience'?
A) The intended player demographic
B) The game's villain
C) The game's music composer
D) The game development team
  • 27. What is 'juice' in game design?
A) Simplifying the storyline
B) Adding visual and auditory feedback
C) Removing bugs from the game
D) Reducing the difficulty level
  • 28. What is 'world building'?
A) Testing the game's AI
B) Creating character animations
C) Creating a believable game environment
D) Writing game code
  • 29. What is the benefit of modular design?
A) Easier to reuse and modify
B) Results in better graphics
C) Reduces overall filesize
D) Creates more complex code
  • 30. What are design pillars?
A) Art assets such as characters and items
B) Monetization methods
C) Core values guiding game development
D) Specific game mechanics
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