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This document offers a thorough collection of 450 verified questions and answers for the 2025 game design end of pathway assessment (eopa). it covers key game development areas, including unity engine tools, c# scripting, animation, lighting, physics, audio, and more, providing a valuable resource for high school and college students pursuing game design certifications. The questions reflect real exam content, ensuring accurate and clear solutions for exam preparation.
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A programming language is a formal computer language that is used to communicate instructions to a computing device in order to control the computer's behavior in some way. - ansTrue A number of elements in a specific order is: - ansan array A function that contains arithmetic symbols (e.g. +, <, =/) is an operator. - ansTrue An instance is: - ansa single occurence A collision volume is called: - ansa region Which of the following is NOT an argument used to determine how a shot is fired from an object? - ansthe color of the shot being instantiated _______ is similar to a function but has limited calling notation and a limited number of parameters. - ansAn operator An organization of objects that share the same template (that defines the data they use and what logic affects them) is: - ansa class An invisible object that is used to create a game mechanic is called: - ansa dummy object The script to eliminate an object leaving a particular boundary would contain the following: - ansDestroy(other.gameobject) Selecting "Create Empty" from the GameObject menu will: - anscreate an object that is just a transform Self-contained sequences of actions to be performed are: - ansalgorithms Identifying the objects the code requires and describing how they are related to each other is:
The texture that is immediately painted on all of a terrain once it has been added is the: - ansBase Texture A level as seen through the lens of a game designer, not an artist, is: - ansludic space In Unity's 3D view mode, you control zoom by: - ansscrolling the middle mouse wheel The cube at the top right of the 3D view window (with the colored pointers) represents: - ans90-degree perspective switches (front, side, top, bottom, etc.) What do you need to do before you can use the Place Trees sculpting tool? - anshave a 3D model in your game assets Which of the following is a free alternative for working with vector graphics? - ansInkspace Artists who work exclusively on bitmaps that are tiled across 3D models are called: - ansTexture Artists Repeating a 2D image across the surface of a 3D mesh is also called: - ansTiling It is an acceptable practice to take real-life photographs and convert them into repeatable textures for use in a game engine. - ansTrue No matter how abstract a game's art style may be, it is still referencing things the player knows in the real world. - ansTrue Anything tangible that a culture produces is called: - ansan artifact An artist who specializes in creating sprites is called: - ansa 2D Character Artist The artist who is responsible for creating 3D objects which will be used to populate game levels is called: - ansan Environment Artist A tiled texture must be designed to repeat seamlessly both horizontally and vertically in all cases. - ansFalse The most senior position in the art department is the: - ansArt Director Extremely detailed models like those created in a sculpting application are called: - ansHigh res Models The lines that connect the points of a polygon are called: - ansedges In a 2D or 3D game, to create something like smoke coming out of a chimney, you would use a: - ansparticle emitter Organic modelling techniques are used mostly for: - ansforms that resemble natural, real- world objects, like oranges, trees, and people Art direction that is more "stylized" could be said to be more: - anscartoony Ramp charts are generally created in - ansExcel What is the worst risk run by requiring too many mechanics be successfully completed in a time-limited tutorial in the start of the game? - ansit may be too difficult for players, who never get to the "real" game Which of the following would be considered an example of asymmetrical game design? - ansall of the above Adjusting variables and other parameters of a game until they feel right and work well with the game's other mechanics and systems is: - anstuning
Game developers usually have some role in game marketing. - ansTrue Which region uses the PEGI rating system? - ansEurope When considering who to approach as a possible mentor for you when you are developing and marketing your game, you should consider: - ansall of the above PCM - ansThis option offers higher quality at the expense of larger file size and is best for very short sound effects. Force To Mono - ansWhen this option is enabled, multi-channel audio will be mixed down to a single track before packing. Streaming - ansThis method uses a minimal amount of memory to buffer compressed data that is incrementally read from the disk and decoded on the fly. Preload Audio Data - ansThe audio clip will be loaded when the scene is loaded. This is on by default. Audio Echo Filter - ansRepeats a sound after a given Delay, attenuating the repetitions based on the Decay Ratio. Load In Background - ansThe audio clip will be loading without causing stalls on the main thread. This is off by default in order to ensure the standard Unity behavior where all AudioClips have finished loading when the scene starts playing. Views - ansWith this you can disable the visibility of certain groups within a mixer. You can then transition between these values as required. Vorbis/MP3 - ansThe compression results in smaller files but with somewhat lower quality compared to "other" audio. Snapshots - ansThis allow you to capture the state of an AudioMixer, and transition between these different states as the game progresses. This is a great way to define moods or themes of the mix and have those moods change as the player progresses through the game. Ambisonic - ansStores audio in a format which represents a soundfield that can be rotated based on the listener's orientation.
Spatial Blend - ansSets how much the 3D engine has an effect on the audio source. Min Distance - ansIncrease this to make the sound 'louder' in a 3d world, and decrease it to make it 'quieter' in a 3d world. Audio Clip - ansReference to the sound file that will be played. Pitch - ansAmount of change sound due to slowdown/speed up of the Audio Clip. Play on Awake - ansThe sound will start playing the moment the scene launches. Output - ansUse this property to redirect sound of the clip to an audio mixer. Stereo Pan - ansSets the position in the stereo field of 2D sounds. Unity supports which formats: Choose ALL that apply. a) .wav b) .mdx c) .riff d) .aud e) .ogg f) .mod g) .snd h) .mp3 - ansa) .wav e) .ogg f) .mod h) .mp Which of the following are values of parameters within the AudioMixer are captured in a Snapshot? Choose ALL that are correct. a. Wet Mix Level b. Reverb Amount c. Effect Parameters d. Dry Mix Level e. Volume f. Duck Level g. Decay - ansa. Wet Mix Level c. Effect Parameters e. Volume Override Sample Rate - ansThis setting allows manual change the sample rate, so effectively this may be used to discard frequency content. Compressed in Memory - ansThis option has a slight performance overhead (especially for Ogg/Vorbis compressed files) so only use it for bigger files where decompression on load would use a prohibitive amount of memory.
Gimbal Lock - ansWhen an object in 3D space loses a degree of freedom and can only rotate within two dimensions. THIS can occur with Euler angles if two axes become parallel. Tags - ansThis is the most important concept in the Unity Editor. They are the fundamental objects in Unity that represent characters, props and scenery. Every object in your game is one of these. Layer - ansTHIS is a tool that allows you to separate objects in your scenes. You can use this through the UI and with scripts to edit how objects within your scene interact with each other. Quaternions - ansTHIS provide mathematical notation for unique representations of spatial orientation and rotation in 3D space. IT uses numbers to encode the direction and angle of rotation around unit axes in 3D that are complex numbers. Component - ansTo give a Object the properties it needs to become a light, or a tree, or a camera, you need to add THIS to it. Parent - ansTHIS is created when a Object is when one Object is dragged in the Hierarchy View on top of another Object. This will create a relationship between the two Objects. Below World has this relationship to Directional Light: GameObject - ansThis is the most important concept in the Unity Editor. They are the fundamental objects in Unity that represent characters, props and scenery. Every object in your game is one of these. Prefab - ansTHIS is an Object complete with all its components, property values, and child Objects as a reusable Asset. This acts as a template from which you can create new instances in the Scene. Transform - ansEvery Object always has a THIS attached (to represent position and orientation) and it is not possible to remove this. THIS is used to store an Object's position, rotation, scale and parenting state. Chunk Mode - ansThe Renderer groups Tiles by location, and batches their Sprites together for rendering. Select this mode for the best rendering performance with Tilemap. Individual Mode - ansThe Renderer renders each Tile one a time, taking into account their location and sorting order. This mode enables the Sprites on the Tiles to interact with other Renderers in the scene or with a Custom Sorting Axis. Sort Order - ansSet the direction that Tiles on the selected Tilemap are sequenced. Detect Chuck Culling Bounds - ansDetermines how the Render detects the "edges" used for the culling of Tilemap chunks. These expand the edges of Tilemap chunks to ensure that oversized Sprites will not be clipped during culling. Distance Join 2D - ansAttaches two game objects controlled by rigidbody physics together and keeps them a certain distance apart. Hinge Joint 2D - ansKeeps two objects in a position relative to each other, so the objects are always offset at a given position and angle. For example, objects that need to react as if they are rigidly connected: They can't move away from each other, they can't move closer
together, and they can't rotate with respect to each other. You can also use this joint to create a less rigid connection that flexes. Friction Joint 2D - ansReduces both the linear and angular velocities between two game objects controlled by rigidbody physics to zero (ie: it slows them down and stops them). For example; a platform that rotates but resists that movement. Slider Joint 2D - ansAllows a game object controlled by rigidbody physics to slide along a line in space, like sliding doors, for example. Target Joint 2D - ansConnects to a specified "location", rather than another rigid body object, as other joints do. It is a spring type joint, which you could use for picking up and moving an object acting under gravity, for example. Fixed Joint 2D - ansAllows two game objects controlled by rigidbody physics to maintain a position based on each other's location. Use this joint to keep two objects offset from each other. For example; a space-shooter game where the player has extra gun batteries that follow them. Spring Joint 2D - ansAllows two game objects controlled by rigidbody physics to be attached together as if by a spring. Relative Joint 2D - ansAllows a game object controlled by rigidbody physics to be attached to a point in space around which it can rotate. For example; the pivot on a pair of scissors. Tile Anchor - ansEnter the amount (in cells) along the XYZ axes to offset Tile anchor positions on the Tilemap. Animation Frame Rate - ansThe rate at which Unity plays Tile animations. Increasing or decreasing this changes the speed by the equivalent factor (for example, if you set this to 2, Unity plays Tile animations at double the speed). Color - ansSelect a color to apply as a tint to the Tiles on this Tilemap. Set to white (default color) to have Unity render the Tiles without tint. Scale - ansSet the "size" of the custom orientation. This option is disabled by default and is enabled when the Tilemap's Orientation is set to Custom. Position - ansSet the position offset of the custom orientation. This option is disabled by default and is enabled when the Tilemap's Orientation is set to Custom. Orientation - ansSelect the orientation of Tiles on the Tilemap. Use this if you need to orientate Tiles along a specific plane. Rotation - ansSet the angle values of the custom orientation. This option is disabled by default and is enabled when the Tilemap's Orientation is set to Custom. Concept Art - ansProvides a unifying point for art direction Game Mechanics - ansScore accumulation, attacking, and player health are examples of: Casual games - ansThis game type often features mechanics such as card games, board games simple arcade style games and puzzles. Art Director - ansAt a game studio, the person is responsible for ensuring the overall look and feel is consistent
Locate colliders along the path of a ray - ansThe role of a raycast is to: Components>Physics>Box Collider - ansTo add a Box Collider to a GameObject using the top menu, choose: Use Gravity - ansIn a Rigidbody, this enables objects to fall: Soft - ansThis shadow type casts shadows that approximate the natural fuzziness of real shadows due to emission area size and the bouncing of light Brightness - ansChanging the intensity of a light adjusts: Determines which layers are affected by the light - ansOn a Light Component, a Culling Mask Creates an additional set of UV coordinates of Lightmap data - ansSelecting Generate Lightmap UVs in the Import Settings of a Model: Lightmaps - ansStore lighting data that has been precalculated Sample baked lighting at specific points in a scene - ansLight Probes are used to: EXR - ansWhich type of file do Lightmaps use to store data? ...increase ambient occlusion amount - ansTo darken the ambient occlusion in baked lighting... Curve Editor - ansThis view in the animation window shows animations as graphs: Dope Sheet - ansThis view in the animation window allows multiple objects' keys to be shown on horizontal tracks: Animation Clips - ansAnimations are stored in the Unity project as: Animation Record - ansThe play controls shown in red indicate the Unity Editor is in this mode: Drop from the Project window onto the GameObject in the Inspector - ansOne way to apply an Animator Controller to a GameObject is: Arrange and maintain a set of animations for a GameObject - ansAnimator Controller allows you to: End Time - ansThe default transition is based on: Right click on a state and choose Make Transition - ansWhich of the following sequences best describes how you would create a new transition: Right-click in the Project window and choose Create>Animator Controller - ansTo create an animator controller: A state that allows transitions from any other state - ansDefine the role of the Any state: float - ansWhat data type must be used in the following code? ___ number = 8.0f; transform.position - ansFinish the following code to reference the gameObjects's position: Vector3 pos = ??? Group instructions - ansA method is used to: Frames - ansDeltaTime counts seconds between: Public - ansWhich type of variable is accessible to other scripts?
Baking - ansThe process of creating a NavMesh from level geometry marked as Navigation Static is called: ...avoid collisions with other Nav Mesh Agents and geometry - ansObstacle avoidance is how Nav Mesh Agents... Defines the steepest angle that Nav Mesh Agents can walk up - ansWhat does Max Slope do in navigation? Defines walkable surfaces for Nav Mesh Agents - ansWhich of the following best describes the function of a Nav Mesh? void Start() - ansWhich method does not return a value? A scene starts - ansThe Awake method is called when... Click on the Add Components button and choose Miscellaneous>Animator - ansWhich of the following sequences best describes how you would create an Animator component on an object? Input Manager - ansIn order to define new virtual axes, you need to configure the key mapping in the: Animator Component - ansDragging an Animator Controller onto a GameObject in the Inspector creates an: Parameters - ansBesides Exit Time, transition conditions can be driven by: f - ansA floating point variable is distinguished by what letter immediately following the number IsTrigger - ansWhen enabled, which Collider property allows GameObjects to pass through the Collider? Computer-controlled - ansIn game design, non-player characters are: Sub-emitter - ansTo create an effect showing multiple particles spawning from the originals, you would use a: Volume - ansWhich emit from option allows particles to originate from anywhere within the emitter geometry? Emitter - ansThe Shape section of a particle system defines the geometry of the: Color Over Lifetime - ansIn particle system of smoke, which property is used to change from dense black, to semi-transparent gray, and finally white? Circle, Edge, Box, and Cone are examples of: - ansEmitter Shapes Loop - ansTo make a sound play over and over, which of the following needs to be checked? Reverb Zones - ansTo simulate the echoing and distortion of type of sound environment such as cave, arena, or forest, which of following audio components would be the best option to use? Trigger - ansThe transition parameter type is reset by the controller when consumed by a transition: GetComponent - ansWhich method gets a reference to a component on a GameObject?
Unity can import this transfer file format for models with all them fancy bells and whistles: - ansFBX Keyboard shortcut for the move tool: - ansW Dragging a GameObject from Hierarchy to Assets folder will create a: - ansPrefab XYZ axes are represented by: - ansRed, Green, Blue (in that order) All GameObjects must be made in an external Application and imported as assets into Unity (T/F): - ansFalse Which of the following texture formats is not supported by Unity? - ansAI Which tool allows you to manually slice an image into multiple sprites? - ansSprite Editor Saving a scene saves: - ansCurrent placement of objects in the Scene and Hierarchy Working with textures sized to the power of 2 will compress better (T/F): - ansTrue Components can be removed from a GameObject if they are no longer needed (T/F): - ansTrue What is the difference between a Quad and a Plane? - ansA plane has more polygons and internal divisions What type of texture is used to create faux texture on models? - ansNormal Maps To help Unity locate project assets, it will create hidden: - ansMeta files One of the first parts to successful asset management is good: - ansNaming structure Modifying organization of assets is done in the: - ansProject window Acceptable audio formats are: - ansAiff, MP3, Wav, OGG Breadcrumb trail in the project window shows: - ansFilepath of selected assets Specific name may be used: - ansESM0_a01_v01.fbs Which of the following will help to quickly search for an asset? - ansTagging Assets Project window toolbar allows searching assets by: - ansLabel and Type Typically textures are created at: - ans2x the needed resolution A unity C# script is edited in: - ansan IDE Which method is called when an object is enabled? - ansOnEnabled() the Start() function is called when: - ansan Object first starts In C# variable declaration begins with: - ansdata type Update() is called specifically every 2 ms (T/F): - ansFalse DeltaTime counts seconds between: - ansFrames Debug.log("Hello World") will: - ansDisplay the message to the console What kind of variable is accessible to other scripts? - anspublic Which method is called every frame? - ansUpdate() A method is used to: - ansGroup Instructions The variable that stores an XYZ value is called: - ansVector Awake() is called after Start() (T/F): - ansFalse Which methods are default in Unity C# scripts? - ansStart and Update A container to store the value of data is called a: - ansVariable
num=8.0f is of what data type? - ansfloat Quaternions are used to represent rotations (T/F) : - anstrue What variable declaration is used in order to make a variable not accessible by other classes by still accessible in Unity editor? - ansSerializedField Finish the following code to reference the gameObject's position: Vector pos = - anstransform.position What method is used to allow the Unity editor to reset the object variables back to default? - ansReset() Which method is used to transform an object over time? - anstransform.translate Which of the following statements about variables is NOT true? - ansVariables can start with a number Which is not true about classes? - ansClasses should have the same name as the object they are attached to What method is called when the button is clicked? - ansAudiosource.play All UI elements are placed in: - ansthe Canvas In order for a variable to be accessed by a button it must be: - ansPublic Which Canvas render mode will display overlaid on top of all camera views? - ansScreen Space Overlay Which component allows canvas to resize with display? - ansCanvas Scaler Which setting allows UI text to display regardless of size? - ansOverflow In which UI component would you use a Sprite? - ansImage Some of the available options for the Transition property of a button are? - ansSprite Swap and Color Tint What material shader allows for a procedural sky? - ansSkybox Textures that seamlessly repeat allow for better resolution repeating over space (T/F): - ansTrue This material property causes polygons to appear and light as if they had more surface detail:
Which of the following is the appropriate method to update changes made to a prefab in the scene? - ansIn the inspector window, choose "apply" A floating-point variable is distinguished by what letter immediately following the number? - ansf For an animation clip to take place after no specified state, choose the clip to transition from:
A gradient that controls the ambient light in the scene is called a: - ansSkybox On a light Component a Culling Mask: - ansDetermines which layers are affected by the light This shadow type casts shadows that approximate the natural fuzziness of real shadows due to emission area size and the bounce of light: - ansSoft This component allows you to project a material into the scene and can be used to simulate shadows, lighting, or patterns. - ansProjector To exclude objects from being lit they must be: - ansOn a specific Layer Light areas around light sources, used to give the impression of small dust particles in the air:
What tab of the Inspector window will display whether an asset selected in the Project window has an animation? - ansAnimation Obstacle avoidance is how NavMesh agents avoid other NavMesh agents and other obstacles. (T/F) - ansTrue For NavMesh agents to avoid dynamic objects in the scene what component must be added to the object? - ansNavMesh Obstacle Using the carve feature on a NavMesh Obstacle component is great for situations when you have geometry that you need to move many times throughout the game. (T/F) - ansFalse The most efficient way for a NavMesh agent to follow a target would be to use which of the following methods: - ansInvokeRepeating() What property will ensure that the NavMesh agent will stop itself as it approaches its target? - ansAuto Braking For a NavMesh to extend past doorways or under bridges the opening must be relative to which NavMesh property? - ansAgent Height For GameObjects to be included in the NavMesh it must be: - ansNavigation Static Which of the following settings allows NavMesh agents to move between multiple NavMesh automatically? - ansAuto Traverse Off-Mesh Links Which of the following best describes the function of a NavMesh? - ansDefines walkable surfaces for the NavMesh Agent. How do you access the properties to bake the NavMesh? - ansWindow > Navigation Obstacle avoidance is how NavMesh Agents: - ansAvoid collision with other NavMesh Agents and level Geometry The process of creating a NavMesh from the level geometry marked as navigation static is called: - ansBaking What does Max Slope do in navigation? - ansDefines the steepest angle that NavMesh Agents can walk up. In order to make use of the Unity services you must: - ansBe logged in with your Unity Id and have your project in an organization with the account The company name, product name and game icon can all be set in the: - ansPlayer Settings Which quality setting will ensure the game always looks the absolute best? - ansFantastic In the build settings, all game scenes will automatically be included in the build. (T/F) - ansFalse In order to utilize Unity Cloud Build, your project must be synced to: - ansA Source Control Repository An image for an Image component must be imported as this type: - ansSprite Differentiate between Reward and Simple Ads: - ansRewarded Ads cannot be skipped by default. Android, web, and iOS are some of the supported platforms for: - ansUnity Cloud Build Which identifier is used to link a project data feed to Unity Analytics? - ansProject ID
Which Unity feature allows you to host your project in a cloud-hosted repository and work with a team? - ansUnity Collaborate To build for the Android platform you need to tell Unity where to find the Android SDK files in: - ansEdit > Preferences > External Tools Which of the following examples will properly test for a specific platform build? - ans#if UNITY_ANDROID To enable the Unity Remote app for testing mobile controls in the Unity editor you need to enable it in the editor by choosing: - ansEdit > Project Settings > Editor What app can you install to allow you to use your mobile device to test your mobile controls within the Unity editor? - ansUnity Remote To ensure that certain UI canvas appear behind others you need to change: - ansSort Order Which of the following audio formats is NOT supported by Unity? - ansMIDI How many audio listeners can be in a Unity scene? - ansOne Which option begins playing the sound as soon as the GameObject loads? - ansPlay On Awake If you want to ensure that all of your audio has loaded before the scene starts, leave the "Load in Background" option unchecked. (T/F) - ansTrue Which of the following audio load types has a slight overhead of decompressing on the fly but keeps the memory footprint small? - ansCompressed in Memory To make a sound play over and over, which of the following needs to be checked? - ansLooping Audio effects can be applied to gameObjects with audio sources and audio groups in the audio mixer. (T/F) - ansTrue To modify the volume of an audio Clip, the clip must be applied to: - ansAn AudioSource Component To simulate the echoing and distortion of a type of sound environment such as a cave, arena, or forest, which of the following audio components would be the best option to use? - ansReverb Zone Audio sources can ONLY be tested in the game view. (True/False) - ansFalse What audio effect will allow an audio group to send volume to a different audio group? - ansSend