Title: Level16&17 QZ
Course: RITA MC - VIDEO GAME DESIGN HYBRID > Section: Module 4

Q: An animated or live-action sequence used to advance the story, create specatacle, and provide atmosphere, dialogue, character development, and reveal clues that would otherwise e missed by the player during gameplay.
- Levels
- Cut-Scenes
- Cinematics
- Immersion
A: Cut-Scenes

Q: _____________ cut-scenes were popular when video games were first being published on CD media.
- FMV
- Animated
- Flash Animated
- Pre-rendered
A: FMV

Q: _____________ cut-scenes that are shown during a game's title and story sequence, a stylistic alternative to FMV.
- Full Motion Video
- Animated
- Flash Animated
- Pre-rendered
A: Animated

Q: _____________ cut-scenes that have a distinctive visual style because of the software application it is created with.
- Full Motion Video
- Animated
- Flash Animated
- Pre-rendered
A: Flash Animated

Q: ___________________ use in-game assets such as characters and environments to create the cut-scenes. Visually distinguished from gameplay by the use of a cinematic camera.
- Prerendered cut-scenes
- Puppet Shows
- Flash Animated
- Scripted Events
A: Puppet Shows

Q: Most common in FPS and action games. If not executed correctly, they can become repetitive - leading to the "Groundhog Day" phenomena, where the player feels like they are caught in a time loop having to live out the same sequence over and over and over and over and over again.
- Prerendered cut-scenes
- Puppet Shows
- Flash Animated
- Scripted Events
A: Scripted Events

Q: Cut-scenes and cinematics require the designer to create ______________.
- storyboards
- dramatics
- stories
- screenplays
A: screenplays

Q: Read the lines for determining audio file size and length, then record ______________.
- a storyboard
- a voice actor
- a temp track
- a screenplay
A: a temp track

Q: A ___________________ helps cast game characters based on description. They book studio time, negotiate rates, schedule studio & actors.
- Video Director
- Voice Actor
- Voice Director
- Video Game Producer
A: Voice Director

Q: Some players find themselves deeply caught up in the game, this is called ___________.
- Game Euphoria
- Game Depression
- Game Submersion
- Game Immersion
A: Game Immersion

Q: A _______________________ acts as a demo to be shown to publishers as a template for the rest of the game.
- pitch
- horizontal slice
- vertical slice
- practice presentation
A: vertical slice

Q: Game designers must constantly be aware of ________________, the phenomena that happens when too attached or too close to the game.
- design blinders
- failure
- SIFS
- the pitch equation
A: SIFS

Q: Game designers must constantly be aware of ________________, the phenomena that happens when too attached or too close to the game.
- design blinders
- failure
- SIFS
- the pitch equation
A: design blinders

Q: A _______________________ is another alternative to game production, and is created using the grey box form.
- design blender
- crunch time
- vertical slice
- horizontal layer
A: horizontal layer

Q: _____________________ happens if the player is given a set of gameplay tools and a chance to play with them.
- Crunch Time
- Game Immersion
- Emergent gameplay
- Pitch Equation
A: Emergent gameplay

Q: __________________ should be treated as an opportunity to get it right.
- Remakes
- Sequels
- Immersion
- Crunch Time
A: Sequels

Q: Avoid crunch time with _______________.
- responsible design goals
- introducing something new
- detailed production planning
- design blinders
A: responsible design goals; detailed production planning