Term
|
Definition
"Noughts and crosses" by A.S. Douglas on EDSAC (NOT VIDEO GAME) |
|
|
Term
|
Definition
"Tennis for Two" by William Higinbotham |
|
|
Term
MIT student Steve Russell programmed what game in 1962? |
|
Definition
|
|
Term
Ralph Baer released what gaming console for Magnavox in 1972? |
|
Definition
|
|
Term
This man made is responsible for starting ATARI and creating "PONG" |
|
Definition
|
|
Term
What was the first game censored due to violence? |
|
Definition
|
|
Term
Steve Jobs and Steve Wozniak made hardware for what company? |
|
Definition
|
|
Term
Most successful game in history that started a merchandizing frenzy with its 1980 release |
|
Definition
|
|
Term
1st game to use laserdisc |
|
Definition
|
|
Term
1st game to to use 3D polygons |
|
Definition
|
|
Term
1st programmable home system |
|
Definition
|
|
Term
|
Definition
|
|
Term
|
Definition
Atari VCS (2600), Magnavox Odyssey 2, Mattell Intellivision, Coleco Vision |
|
|
Term
This was the year of the great video game crash |
|
Definition
|
|
Term
This gaming system outsold competition 10 to 1 in 1986 |
|
Definition
Nintendo Entertainment System (NES) |
|
|
Term
|
Definition
NEC TurboGrafx, Sega Genesis, Super NES |
|
|
Term
1st first-person shooter game |
|
Definition
|
|
Term
|
Definition
Entertainment Software Rating Board (1993) |
|
|
Term
|
Definition
Sony Playstation, Sega Saturn (disc) Nintendo 64 (cartridge) |
|
|
Term
|
Definition
Sega Dreamcast(1st 128bit system) Sony Playstation 2, Microsoft Xbox, Nintendo Game Cube |
|
|
Term
4 elements of game creation |
|
Definition
Challenge, Emotional experience, Socialize, Escape Reality |
|
|
Term
|
Definition
explains game in writing (used to help sell game idea) contains: style, gameplay, plot, character, setting, technology, storyboard and artwork |
|
|
Term
The Design Document (2 basic sections) |
|
Definition
Internal document - programming External document - business and marketing |
|
|
Term
|
Definition
Game mechanics (what player can do) Artifical intelligence (How virtual world responds) Game elements (characters, items, etc) Game progression (levels) System menus (options) |
|
|
Term
Two companies involved in creation of game |
|
Definition
Publisher & Developer (game design team can be under either) |
|
|
Term
|
Definition
|
|
Term
|
Definition
branch of company (i.e. EA Games) |
|
|
Term
|
Definition
company that makes one game and assigns platforms |
|
|
Term
|
Definition
consoles (i.e. XBox, PS2, Wii) |
|
|
Term
|
Definition
|
|
Term
|
Definition
Tests games to work out bugs |
|
|
Term
|
Definition
final check on game, "Gold" = READY |
|
|
Term
|
Definition
you know that 1-800 number on the box?...dont get stuck with this job |
|
|
Term
|
Definition
*Graphics - 2D Art & Animation, 3D modeling & animation *Sound *Programming (Done on PC) *SDK (Software Development Kit) - tools for game creators |
|
|
Term
|
Definition
2D animation "sprites" 3D modeling - Polygon based, PPS=Polygons per second LOD=Level of detail models |
|
|
Term
|
Definition
Software that adjusts animation based on player input |
|
|
Term
|
Definition
repetitive operation of engine - HandleWindowsMessages, GetInput, ProcessData, Render |
|
|
Term
|
Definition
require hardware rendering for real time, unlike feature film animation (NO LAG! LAG BAD!) |
|
|
Term
|
Definition
Number of pixels that can be rendered per second |
|
|
Term
|
Definition
Application Programming Interface - Library code instructions that convert generic messages into hardware specific messages (i.e. DirectX, openGL, Java) |
|
|