CAP 211 - Interactive Design and Game Development
Review for Second Test
The following questions are provided to help you study for the second test. Do not expect to see these exact questions on the test.
- What is contained in a map file for the Unreal Editor?
What is contained in a package file for the Unreal Editor?
- What is a story treatment? What is missing from the one in the text?
- List five elements that should be addressed in a game's design documentation.
- How do you start the Unreal Editor?
- Compare the Unreal Editor interface to 3DS Max.
- What is the difference between seeing an Unreal Editor viewport in Lit and Unlit mode?
- What is the browser for in the Unreal Editor?
- What kinds of objects does the Unreal Editor call actors?
- Name four elements that the Unreal text proposes should be included in your game documentation.
- Explain in your own words why a design team member should develop these four qualities that are discussed in the Unreal text:
What happens when you click the Unlit button for a view in the Unreal Editor?
- respecting teammates
- give and take
What do the letters P, T, F, and S stand for on an Unreal Editor viewport?
When you create room objects in an Unreal level, their floors may not be at the same altitude. How do you correct this if it happens?
What is the effect of clicking the Lit button for an Unreal Editor viewport? When is it appropriate to click it, and when is it not appropriate?
What does alt-dragging an object do in the Unreal Editor?
What is a PlayerStart object? Why is it needed?
How does chapter 3 in the Unreal text have you add a shadow to an object?
What is the Matinee Editor for in Unreal?
How does chapter 3 in the Unreal text have you add fog to a level?
Why is the feature list in a high concept document supposed to be a list of bullet points? Name at least four bullet points that should be in this list.
Rollings and Adams say you should not give your game treatment document to a prospect until you have done what?
What is the purpose of an executive summary in a game treatment document? What should be in it?
What should be included in the production details in a game treatment document? Why should this be updated frequently?
Who is the audience for the game script document?
Why is the game script the largest of the three documents discussed by Rollings and Adams?