EXAM, GAME DESIGN EXAM QUESTIONS, EOPA 450
QUESTIONS, GAME DEVELOPMENT ASSESSMENT,
PATHWAY CERTIFICATION
A programming language is a formal computer language that is used to
communicate instructions to a computing device in order to control the
computer's behavior in some way. ---------CORRECT ANSWER----------------
-True
A number of elements in a specific order is: ---------CORRECT ANSWER----
-------------an array
A function that contains arithmetic symbols (e.g. +, <, =/) is an operator. ----
-----CORRECT ANSWER-----------------True
An instance is: ---------CORRECT ANSWER-----------------a single occurence
A collision volume is called: ---------CORRECT ANSWER-----------------a
region
Which of the following is NOT an argument used to determine how a shot is
fired from an object? ---------CORRECT ANSWER-----------------the color of
the shot being instantiated
,_______ is similar to a function but has limited calling notation and a limited
number of parameters. ---------CORRECT ANSWER-----------------An
operator
An organization of objects that share the same template (that defines the
data they use and what logic affects them) is: ---------CORRECT ANSWER-
----------------a class
An invisible object that is used to create a game mechanic is called: ---------
CORRECT ANSWER-----------------a dummy object
The script to eliminate an object leaving a particular boundary would
contain the following: ---------CORRECT ANSWER-----------------
Destroy(other.gameobject)
Selecting "Create Empty" from the GameObject menu will: ---------
CORRECT ANSWER-----------------create an object that is just a transform
Self-contained sequences of actions to be performed are: ---------
CORRECT ANSWER-----------------algorithms
Identifying the objects the code requires and describing how they are
related to each other is: ---------CORRECT ANSWER-----------------data
modelling
,An arraylist is a fixed-length array. ---------CORRECT ANSWER----------------
-False
Which of the following is a common error to look out for when writing code?
---------CORRECT ANSWER-----------------all of the above
Which of the following is NOT one of the three default components listed in
the Inspector view of a terrain asset? ---------CORRECT ANSWER------------
-----Texture
After using a Prefab asset, you need to set the colliders to define the object
as "solid" (impassible). ---------CORRECT ANSWER-----------------False
Orthographic view allows you to see a scene with no perspective distortion.
---------CORRECT ANSWER-----------------True
What is the benefit of adding textures to terrain with the Paint Texture tool?
---------CORRECT ANSWER-----------------It gives the terrain object
character and color variation, and adds realism
To quickly invert from pushing terrain down instead of up using the
sculpting tools, you can: ---------CORRECT ANSWER-----------------hold Shift
Middle-mouse clicking or pressing Q in the 3D view will: ---------CORRECT
ANSWER-----------------activate the pan tool
, With an object selected, pressing CTRL D will: ---------CORRECT
ANSWER-----------------copy the object
You can "focus" on a terrain by using either the 3D view OR by using the
Hierarchy. ---------CORRECT ANSWER-----------------True
A terrain starts off as: ---------CORRECT ANSWER-----------------a flat grid of
points
A collider is required to: ---------CORRECT ANSWER-----------------make
walls impassible
The texture that is immediately painted on all of a terrain once it has been
added is the: ---------CORRECT ANSWER-----------------Base Texture
A level as seen through the lens of a game designer, not an artist, is: --------
-CORRECT ANSWER-----------------ludic space
In Unity's 3D view mode, you control zoom by: ---------CORRECT
ANSWER-----------------scrolling the middle mouse wheel
The cube at the top right of the 3D view window (with the colored pointers)
represents: ---------CORRECT ANSWER-----------------90-degree
perspective switches (front, side, top, bottom, etc.)