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Game development essentials an introduction 3rd edition jeannie novak test bank

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GAME DEVELOPMENT ESSENTIALS
An Introduction (3rd Edition)
Jeannie Novak
FINAL EXAM
(KEY)
MULTIPLE CHOICE
Circle the letter corresponding to the best answer.
[Suggestion: 1 point per question]
You’ve already developed a game for the computer platform. Now, you plan to port the
game to a console platform. What type of company would specifically need to be involved
in this new version?
a) licensor
b) publisher

c) CGI house
d) hardware manufacturer

e) development studio

ANSWER = d
You are developing a game adaptation of a well-known television series. What type of
company would specifically need to give you permission to develop this adaptation?
a) licensor
b) publisher

c) CGI house
d) hardware manufacturer

e) development studio

ANSWER = a


You started out as an independent developer – producing and publishing original games
for the computer platform. Your company was recently purchased by Activision – and
now it’s developing titles published exclusively by Activision. Instead of an independent
developer, your company is now a _____________________ developer.
a) 1st-party
b) 2nd-party

c) 3rd-party
d) private party

e) licensed

ANSWER = c
Nintendo is a unique company in the industry because it produces, publishes and
develops hardware for its own games. Nintendo is a ________________________
developer.
a) 1st-party
b) 2nd-party
ANSWER = a

c) 3rd-party
d) private party

e) licensed


You are working in the marketing department at Electronic Arts. Your supervisor has
given you the task of putting together a special “game signing” event at the local
Gamestop retailer. This type of marketing is known as:
a) advertising

b) promotion

c) public relations
d) market research

e) online community management
f) sales

ANSWER = b
You are working in the marketing department at Sony. You have been putting together a
press kit for God of War III. The kit will be sent out to media outlets (e.g., reporters at
newspapers, radio stations, television stations, online magazines) – and you will be
following up later on possible game reviews and interviews with the developers. This
type of marketing is known as:
a) advertising
b) promotion

c) public relations
d) market research

e) online community management
f) sales

ANSWER = c

FILL-IN-THE-BLANK
Supply the missing term by filling in the blank area in each of the following sentences.
[Suggestion: 1 point per blank]
A prosumer is a combination of a producer and a consumer.
Unlike testing, quality assurance (QA) involves establishing standards and procedures

for the development of a game.
In a game involving player vs environment (PvE), developers must pay attention to
developing characters that are controlled by the game – otherwise known as non-player
characters.
You are primarily involved at the beginning of a game’s development. One of your best
skills is your ability to sketch characters and environments as other members of the team
are coming up with game ideas. The name of your role/position is concept artist.
You are primarily involved with developing the structure – including storylines and
gameplay -- associated with a particular game mission. You also develop maps
associated with segments of the game world. The name of your role/position is level
designer.


You’ve already pitched your game project to a publisher, the project has been “greenlit” - and you are now ready to begin to develop a detailed feature set for the game. You and
your team finish a lengthy document that will be used to make sure all your team
members are on the “same page” once you go into production. This document is called a
game design document (GDD), and the development phase you’re in is called the prepre-production phase.
You have just finished the production phase of the development cycle, and you are ready
to begin testing the game. Your first round of testing (often interior) is called the alpha
phase.

LIST & SHORT ANSWER
List the items requested – and provide short 1-3 sentence answers where necessary.
[Suggestion: 5 points per question]
What is usability – and why is it important in game development?
Usability corresponds to the functionality of a product. Since a game must “work” in
order to be played, usability is an important feature of a game.
What is machinima – and how is it created?
Machinima (“machine cinema”) is the integration of a game and a movie. Machinima is
created by modifying (modding) a pre-existing game using a level editor and creating a

linear movie. This technique is being used by independent filmmakers and animators.
What is prosumerism – and how is modding an example of it?
Prosumerism occurs when players become co-developers of a product. Modding
communities exist of players who modify pre-existing games with the use of level editors.
The mods often include changes in design, art and programming. In essence, the players
have actually become developers.
What are 5 types of disabilities that need to be addressed when making a game interface
compliant with accessibility requirements? Choose one of the disabilities and discuss
how you would ensure that your game accommodated this disability.
a) visual
b) audio
c) motor (physical)
d) speech
e) cognitive
Answers to the second half of this question will vary based on each student’s game idea.


What are the 3 phases of iterative design, and why is this process important in game
development?
a) design
b) prototype
c) evaluate
Iterative design is important in game development because it allows for new builds and
versions to be released to testers, who can provide continued feedback on the product
until it reaches the final (gold) phase.
Discuss 3 reasons why game audio is important.
Students should provide any 3 of the following and provide rationales for their answers:
a) atmosphere
b) gameplay cues
c) quality enhancement

d) immersion
e) interface reinforcement
Why is it more difficult to be a voice actor in a game as opposed to other media (e.g.,
film/television)?
Games are usually voiced out of context, which is partially due to the many story paths
that can be taken through a game and the use of dialogue as a response to player
“triggers.” Actors also must say one line in many different ways so that players
experience variety in the game when dealing with NPCs. Due to all this, voice actors also
often work alone—and they don’t have the privilege of bouncing lines off of other actors.
What is the difference between looping and adaptive audio?
Looping audio repeats in a never-ending “loop,” while adaptive audio changes based on
the game environment and player triggers.
What is the difference between a passive and active visual interface?
A passive visual interface cannot be controlled by the player. It usually consists of a
heads-up display (HUD) containing information and statistics. An active visual interface
is interactive, meaning that players can click on components to control actions (such as
moving, shooting, talking, and saving the game).
What is the difference between game art and design?
Game art involves a game’s visual style and graphics—whereas game design involves
storytelling, character development, levels and gameplay. Game artists and designers are
often part of different subteams. Game designers are more like writers and engineers,
deciding what components should be included in an interface and how to structure
levels. Game artists make sure that the levels and interfaces have a certain aesthetic and
artistic style.


VISUAL INTERFACE DESIGN
[Suggestion: 15 points]
Your area of specialization is interface design, and you’ve been given the task of
redesigning an interface for a racing game. The only piece of information you have is that

the vehicle in the game is a spaceship. You know the genre – but you want to do
something different with it. Below, sketch out an interface for this game (turn the page
sideways if needed for the correct orientation) – incorporating at least 2 traditional HUD
elements and at least 2 additional components that are unique.
Answers will vary. Students may choose any platform – including mobile (smartphone,
tablet, handheld), which may necessitate portrait rather than landscape orientation.
Traditional HUD elements include score, lives & power, map, character (creation, skills
& attributes, inventory), and start screen. Unique HUD elements might include time
lapse, enemy tracking, and communication.

PHYSICAL INTERFACE DESIGN
[Suggestion: 12 points]
Choose one of the games listed below and invent a unique physical interface for that game
that would take the place of the current keyboard/mouse, console controller, or any
peripheral device that’s already on the market. Think of something that isn’t “obvious” (e.g.,
steering wheel for a game involving driving vehicles). Justify your reasons for inventing this
device. (Several of the games below are franchises. Indicate which version you’ve chosen.)
Advance Wars
Alan Wake
Angry Birds
Assassin’s Creed
BioShock
Borderlands
Chronicles of Riddick
City of Heroes
Civilization
Donkey Kong
Doom
Escape from Monkey Island
Fable

FarmVille
Final Fantasy
Grand Theft Auto

Halo
Heavy Rain
Indigo Prophecy
Left4Dead
Madden NFL
Mass Effect
Pac-Man
Plants vs. Zombies
Red Dead Redemption
Sim City
StarCraft
The Sims
Tomb Raider
Uncharted
World of Warcraft

Answers will vary based on choice of game. Students should provide a clear description
of their original physical interfaces and discuss how their interface relates to (and
benefits) the existing game’s elements – including platform, gameplay, and storyline.


FUTURE TRENDS
[Suggestion: 8 points]
Discuss 3 significant trends that you feel are beginning to occur in game development
content, technology, marketing, or production. What are the short-term and long-term
changes that you feel may take place in this area?

This question involves personal opinion and critical thinking; answers will vary.
Students should refer to trends related to categories discussed in the Conclusion:
 What types of games will be played in the future?
 Who will develop the games of the future?
 How will games be developed in the future?
 How will games be played in the future?
 Who will play the games of the future, and how will we reach them?

EXTRA CREDIT
It has been said that Atari’s 1982 E.T.: The Extra Terrestrial game was such a flop that 5
million copies were buried in the “Atari landfill” in New Mexico. Over 20 years later, you
have now somehow managed to convince Amblin Entertainment (Steven Spielberg’s
company) and Universal Pictures to enter into a deal with your game development
company to make a new E.T. game. You know the story. How would you make this an
interesting game? List the game’s rules and concept documentation elements.
Answers will vary. Game rules may be simple, but coherent. Students should apply their
idea to the components of a concept document – including:
a) premise
b) player motivation
c) unique selling proposition (USP)
d) target market
e) genre
f) target rating
g) target platform & hardware requirements
h) license
i) competitive analysis
j) goals




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