Title: L6 QZ
Course: RITA MC - VIDEO GAME DESIGN HYBRID > Section: Module 2

Q: A ___________ is something that the player interacts with to create or aid with gameplay.
- mechanic
- hazard
- power-up
- Collectible
A: mechanic

Q: _______ camera stays fixed onto a single screen, location, and image.
- Static
- Scrollable
- Parallax
- Multi-Plane
A: Static

Q: __________camera adds the advantage of movement, which keeps the player engaged in the act of moving the camera.
- Static
- Scrollable
- Parallax
- Multi-Plane
A: Scrollable

Q: A ________ camera is used in RTS and dungeon crawl games like Dawn of War and Diablo III.
- Static
- Scrollable
- Parallax
- Multi-Plane
A: Scrollable

Q: Tuning the hydraulics describes the speed at which the camera ________ and __________.
- Pans/tilts
- Decelerates/accelerates
- Accelerates/decelerates
- Cuts away/cuts in
A: Accelerates/decelerates

Q: A scrollable camera that moves too fast will _____?
- Reveal the screen in a dramatic way
- Overshoot the player’s target
- Cause the player to barf
- All of the above
A: Overshoot the player’s target

Q: This camera view revolutionized video games, allowing game developers to create longer and deeper game worlds in which to play.
- Scrolling
- Parallax
- Static
- Stop motion
A: Parallax

Q: Parallax Scrolling dominated home videos, the first was _______which has no true back wall.
- multi-plane
- Z-axis
- Mode 7
- two and a half D
A: Mode 7

Q: This camera gives the illusion of depth by zooming the camera towards and away from the screen.
- Static
- Scrollable
- Parallax
- Multi-Plane
A: Multi-Plane

Q: By having a camera that tracked in and out of the ___-axis, developers were able to create level designs with parallel paths.
- X
- Y
- Z
- base
A: Z

Q: The first person camera is used in a variety of game genres, from racing to platform; it became most associated with ____________.
- RPG
- FPS
- Mario Kart
- F-Zero
A: FPS

Q: This is what happens when your eyes register movement and your inner ear (responsible for balance) doesn’t.
- Doom-induced motion sickness
- Migraine Headaches
- Dire indications motion sickness
- Optical illusions
A: Doom-induced motion sickness

Q: _____ is what happens when a camera moves through a character or geometry.
- DIMS
- Two D effect
- Camera movement
- Sorting
A: Sorting

Q: Which is NOT one of three methods to give the player control over the game camera.
- Give player complete control over the follow cam
- Give the player a reorientation camera
- Give the player a free-look camera
- Give the player selective control over the camera
A: Give the player a reorientation camera

Q: Choosing the right camera for your game is not only very important for determining how to program the camera, but it also impacts: (select all that apply)
- how you design your game
- how to map your controls
- how to create your artwork
- how to generate game levels
A: how you design your game; how to map your controls; how to create your artwork

Q: Q: There are two different ways you can treat parallax scrolling.
- Plain Scrolling
- Forced scrolling
- Static Scrolling
- Delayed Scrolling
A: Plain Scrolling; Forced scrolling

Q: Ways to avoid DIMS in your game are:
- third person view
- give the player something to focus on
- using follow cam
- sorting
A: third person view; give the player something to focus on

Q: When the camera tries to find a good place to come to rest but ends up bouncing between two or more objects.
- Corners
- Camera flipping
- Camera movement
- Sorting
A: Corners; Camera flipping

Q: Examples of special case cameras.
- extreme shot camera
- underwater cameras
- tunnel vision cameras
- top-down cameras
A: underwater cameras; tunnel vision cameras

Q: This camera simulates the turning of the characters head.
- second person view
- reoriented
- free-look camera
- rail camera
A: free-look camera