Title: L5 QZ
Course: RITA MC - VIDEO GAME DESIGN HYBRID > Section: Module 1

Q: This will either be the role that you’ll play during the experience, or the character that you’ll control:
- Player Character
- NonPlayer Character
- Neutral
- Ally
- Enemy
A: Player Character

Q: A character who either helps you or has to be helped by you.
- Player Character
- NonPlayer Character
- Neutral
- Ally
- Enemy
A: Ally

Q: Give your worlds life and establishes the reality in which your game takes place.
- Player Character
- NonPlayer Character
- Neutral
- Ally
- Enemy
A: Neutral

Q: This character will actively attempt to thwart whatever you are trying to accomplish. They come in a variety of shapes and sizes, and with differing levels of power.
- Player Character
- NonPlayer Character
- Neutral
- Level Boss
- Enemy
A: Enemy

Q: They usually have distinctive gameplay associated with their actions.
- Player Character
- NonPlayer Character
- Level Boss
- Ally
- Enemy
A: Level Boss

Q: Useful for helping you to have a clear vision of the character you are creating.
- Organization Template
- Resource Template
- Character Template
- All of the Above
A: Character Template

Q: If you change ___________ during the course of your production, you risk massive problems with your gameplay, which may require extra reworking, and you risk endangering your game.
- Camera
- Control
- Character
- All of the Above
A: All of the Above

Q: The very important rule about character design:
- give the character heart
- make it visual
- form follows function
- remember the power of customization
A: form follows function

Q: A strong, clear silhouette of a character is important for many reasons, which one is NOT a reason:
- Helps distinguish one character from another.
- Helps the character stand out
- Tells us the character’s personality at a glance.
- Defines metrics
A: Defines metrics

Q: The trait of the character that is always good at something:
- Humorous
- Heroic
- Badass
- Ally
A: Heroic

Q: Determining ___________ involves determining the basic height of the character, the speed that character travels, and the height that the character can reach.
- personality
- physics
- collision
- metrics
A: metrics

Q: Determining metrics involves determining _____________ —the code that calculates where and how the character is interacting with the world.
- personality
- physics
- collision
- metrics
A: collision

Q: A ________________ lets the player swap between controlling multiple characters.
- level boss
- NPC
- first player character
- second player character
A: second player character

Q: A ______________ is useful if the player is ducking or is behind cover, is getting into position to snipe, or for humor such as when the character is trying not to wake a sleeping dragon.
- creep
- stealth
- crawl
- crouch
A: creep

Q: Don’t make the player have to chase the ________ around to talk to them. When putting them into your game worlds and levels, be sure to place them within eyesight of where the player is traveling.
- SPC
- NPC
- Ally
- Hero
A: NPC

Q: Flat surface formed by three or more vertices.
- polygon
- vertex
- edges
- wire frame mesh
- face
A: face

Q: A group of polygons forming a 3D model.
- polygon
- vertex
- edges
- wire frame mesh
- face
A: wire frame mesh

Q: Lines between vertices.
- polygon
- vertex
- edges
- wire frame mesh
- face
A: edges

Q: The ____ axis is the horizontal axis.
- X Axis
- Y axis
- Z axis
- None of the Above
A: X Axis

Q: Measures depth into and out of the scene when viewed from the front.
- X axis
- Y axis
- Z axis
- none of the above
A: Z axis