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Game Development Game Development Fundamentals Flashcards
51 question-and-answer cards covering Game Development Fundamentals as it is examined in Game Development. 24 of them are printed below, taken from across the deck — no signup, no paywall on the preview.
24 sample cards from the Game Development Fundamentals deck
Sampled from the end of the deck, so these are different cards from the ones shown on the syllabus page.
According to Csikszentmihalyi's Flow theory, what condition produces the flow state in games?
A balance where the game's challenge closely matches the player's skill — too hard causes anxiety, too easy causes boredom; the flow channel lies between them.
What is Dynamic Difficulty Adjustment (DDA)?
A technique where the game automatically alters difficulty in real time based on the player's performance to keep them in the flow zone.
In player experience design, what is the 'onboarding' or tutorial phase meant to achieve?
To teach core mechanics gradually and build player competence and confidence without overwhelming them, reducing early frustration and churn.
What is Richard Bartle's taxonomy of player types?
A classification of multiplayer players into four types: Achievers, Explorers, Socializers, and Killers, based on whether they act on the world or players and prefer acting or interacting.
What is 'game feel' (juice)?
The tactile, responsive sensation of controlling a game, enhanced by feedback such as screen shake, particle effects, sound, and animation that make actions satisfying.
Define 'ludonarrative dissonance.'
A conflict between a game's narrative message and its gameplay mechanics (e.g., a story of a peaceful hero contradicted by mechanics that reward mass killing).
What is a game engine?
A software framework providing reusable core systems — rendering, physics, audio, input, scripting, and asset management — so developers can build games without writing these from scratch.
Name the primary programming languages used for scripting in Unity and Unreal Engine respectively.
Unity uses C#; Unreal Engine uses C++ (with Blueprints visual scripting as an alternative).
What is Unreal Engine's 'Blueprints' system?
A visual, node-based scripting system that lets designers create gameplay logic without writing traditional code.
What core subsystems does a typical game engine provide?
Rendering/graphics, physics/collision, audio, input handling, animation, scripting/AI, and asset/resource management.
What is the 'game loop,' and what are its three fundamental steps each frame?
The central loop that runs continuously while the game is active, repeating: process input, update game state, and render the frame.
Define 'frame rate' and give the formula relating it to frame time.
Frame rate is the number of frames rendered per second (FPS). It relates to frame time by $\text{FPS} = \frac{1}{\Delta t}$, where $\Delta t$ is the time to render one frame in seconds.
What is 'delta time' and why is it used in game updates?
Delta time ($\Delta t$) is the elapsed time between the current and previous frame; multiplying movement by it (e.g., $\text{distance} = \text{velocity} \times \Delta t$) keeps motion frame-rate independent.
What is an IDE (Integrated Development Environment)?
A software application bundling a code editor, compiler/interpreter, debugger, and build tools into a single interface to streamline software development.
Name two IDEs or code editors commonly used in game development.
Visual Studio, Visual Studio Code, JetBrains Rider (for C#/Unity), or Xcode (for Apple platforms).
What is the difference between an IDE and a game engine?
An IDE is a general tool for writing, compiling, and debugging code; a game engine provides game-specific runtime systems (rendering, physics, audio) and content tools. They are used together.
What is a compiler versus an interpreter?
A compiler translates entire source code into machine code before execution (e.g., C++); an interpreter executes source code line-by-line at run time (e.g., some scripting languages).
What is a debugger, and what is a 'breakpoint'?
A debugger is a tool for inspecting a program's execution to find errors; a breakpoint is a marked line where execution pauses so the developer can examine variables and program state.
What is a Version Control System (VCS)?
A system that records changes to files over time, letting developers track history, revert to earlier versions, and collaborate without overwriting each other's work.
What is the difference between a centralized VCS and a distributed VCS?
A centralized VCS (e.g., SVN, Perforce) keeps one central repository that clients check out from; a distributed VCS (e.g., Git) gives each developer a full local copy of the entire repository and history.
In Git, what is the difference between 'commit' and 'push'?
A commit saves changes to your local repository; a push uploads those local commits to a remote repository so others can access them.
In Git, what is 'branching' and 'merging'?
Branching creates a separate line of development to work in isolation; merging integrates the changes from one branch back into another, combining their histories.
What is a 'merge conflict' in version control?
A situation where two branches make incompatible changes to the same part of a file, requiring a developer to manually resolve which changes to keep before merging.
Why is Perforce (Helix Core) often preferred over Git for large game projects?
It handles large binary assets (art, audio, models) efficiently with file locking and a centralized model, whereas Git struggles with large binaries; teams often pair Git with Git LFS to compensate.
What this deck covers
The Game Development Fundamentals deck follows the Game Development Game Development Fundamentals syllabus — 3 chapters and 10 topics — so questions land on material that is genuinely examinable rather than trivia around it. That works out to roughly 17.0 cards per chapter.
Answers are written to be recallable, not just readable — averaging about 159 characters, which is long enough to carry the reasoning and short enough to say out loud.
A deck like this earns its keep on the second and third pass. Read the syllabus first so you know the shape of the subject, then use the cards to find the specific facts that have not stuck.
Game Development Fundamentals flashcards FAQ
How many Game Development Fundamentals flashcards are in this Game Development deck?
51 cards. This page previews 24 of them, sampled evenly across the deck so you can judge the difficulty before installing anything.
Are these Game Development flashcards free?
Yes. The preview here is free to read with no signup, and the full 51-card deck is free inside the Examius app.
What do the Game Development Fundamentals cards cover?
They follow the Game Development Game Development Fundamentals syllabus — 3 chapters and 10 topics — so the questions track what is actually examinable.
How should I use these flashcards?
Read the syllabus first so you know the shape of the subject, then drill the deck. Examius schedules each card with spaced repetition, so cards you keep missing come back sooner and ones you know drift further apart.