Unit 5: Gameplay components - Practice Quiz

CSE434 — Game Development In 3D 60 Questions
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1 What does 3D game development mainly involve?

Game Creation in 3D Easy
A. Creating games with text only
B. Creating games with width, height, and depth
C. Creating games with sound only
D. Creating games with two-dimensional sprites only

2 Which object is commonly used to represent a character in a 3D game?

Game Creation in 3D Easy
A. Spreadsheet cell
B. Audio track
C. Three-dimensional model
D. Text document

3 What is a 3D game environment?

Game Creation in 3D Easy
A. The list of game scores
B. The space where the game takes place
C. The set of game sound effects
D. The collection of player passwords

4 What is the purpose of lighting in a 3D game?

Game Creation in 3D Easy
A. To control the game score
B. To write character dialogue
C. To store player progress
D. To illuminate the game scene

5 What is an enemy in a game?

Adding Enemy to the Game Easy
A. A character that challenges the player
B. A setting that changes the screen size
C. A menu that displays instructions
D. A tool that saves the game

6 Which component usually gives an enemy its visible appearance?

Adding Enemy to the Game Easy
A. Score counter
B. Background music
C. Pause menu
D. Character model

7 What does an enemy's health value usually represent?

Adding Enemy to the Game Easy
A. The size of its game model
B. The number of sounds it can play
C. The distance it can see
D. The damage it can receive before defeat

8 What is a spawn point used for when adding an enemy?

Adding Enemy to the Game Easy
A. Choosing where the enemy appears
B. Changing the enemy's music
C. Saving the enemy's settings
D. Displaying the player's score

9 What is an AI behavior tree used for?

AI Behavior Trees Easy
A. Organizing an agent's decisions and actions
B. Designing the game's title screen
C. Creating textures for 3D objects
D. Recording the game's sound effects

10 What does a leaf node commonly represent in a behavior tree?

AI Behavior Trees Easy
A. The final game score
B. A specific action or condition
C. The entire game world
D. A collection of music files

11 Which behavior might an enemy perform in a behavior tree?

AI Behavior Trees Easy
A. Patrol an area
B. Resize the keyboard
C. Change the monitor brand
D. Print a textbook

12 What does a selector node generally do in a behavior tree?

AI Behavior Trees Easy
A. Adds color to a character model
B. Stores the player's username
C. Plays every sound at once
D. Chooses among possible behaviors

13 In a behavior tree, what can a condition check?

AI Behavior Trees Easy
A. Whether the player is nearby
B. Whether the computer has a logo
C. Whether the monitor is powered off
D. Whether the keyboard has a cable

14 What is a timeline-based cutscene?

Timeline-based Cutscenes Easy
A. A tool for creating keyboard shortcuts
B. A menu for changing screen resolution
C. A sequence of events arranged over time
D. A system for storing player passwords

15 What does a timeline track usually control?

Timeline-based Cutscenes Easy
A. The computer's storage capacity
B. The player's internet connection
C. The game's installation folder
D. An object's activity over time

16 What is a keyframe in a timeline?

Timeline-based Cutscenes Easy
A. A file containing game instructions
B. A sound played during every level
C. A saved value at a specific time
D. A button used to exit the game

17 Which element can be controlled by a cutscene timeline?

Timeline-based Cutscenes Easy
A. Operating system updates
B. Keyboard language
C. Computer battery charging
D. Camera movement

18 What is immersive storytelling in a game?

Immersive Storytelling Easy
A. Storytelling that removes all player interaction
B. Storytelling that uses only a score display
C. Storytelling that makes players feel part of the game world
D. Storytelling that replaces the game with a menu

19 Which feature can help make a game story more immersive?

Immersive Storytelling Easy
A. Unrelated error messages
B. Believable characters
C. Hidden system settings
D. Random keyboard layouts

20 How can the game environment support storytelling?

Immersive Storytelling Easy
A. By disabling all visual objects
B. By hiding every character from the player
C. By displaying unrelated computer settings
D. By showing details about the world and its history

21 A player can see through parts of a wall when the camera moves close to it. Which change most directly addresses this problem?

Game Creation in 3D Medium
A. Increase the camera movement speed
B. Disable shadows on the wall
C. Reduce the camera near clipping plane
D. Increase the wall texture resolution

22 A movable crate has a collider and a rigid body, but it passes through the floor when dropped at high speed. Which adjustment is most appropriate?

Game Creation in 3D Medium
A. Disable gravity on the floor
B. Enable continuous collision detection
C. Replace the crate material
D. Increase the floor brightness

23 A large 3D level experiences frame-rate drops because hundreds of distant decorative objects are rendered. Which technique is best suited to reduce this cost?

Game Creation in 3D Medium
A. Use larger collision meshes
B. Apply level-of-detail models
C. Add more dynamic lights
D. Increase the physics frequency

24 A character moves at noticeably different speeds on computers with different frame rates. How should its per-frame movement distance be calculated?

Game Creation in 3D Medium
A. Speed divided by object mass
B. Speed multiplied by frame rate
C. Speed divided by camera distance
D. Speed multiplied by frame time

25 An enemy should detect the player only when the player is nearby and not hidden behind a wall. Which combination should be used?

Adding Enemy to the Game Medium
A. Animation event and texture sampling
B. Camera frustum and audio volume
C. Rigid body mass and trigger exit
D. Distance check and line-of-sight raycast

26 A navigation-controlled enemy reaches the player's previous location but does not continue following the moving player. What should the enemy controller do?

Adding Enemy to the Game Medium
A. Update the destination at intervals
B. Rebuild the enemy mesh each frame
C. Reset the enemy health at intervals
D. Rotate the player toward the enemy

27 Several enemies spawn at exactly the same position and push one another into nearby walls. Which spawning method is most reliable?

Adding Enemy to the Game Medium
A. Disable all enemy collision detection
B. Choose validated points with clearance
C. Spawn enemies under the level floor
D. Increase every enemy's movement speed

28 An enemy attack animation plays, but the player takes damage before the weapon visually connects. What is the best correction?

Adding Enemy to the Game Medium
A. Trigger damage with an animation event
B. Apply damage when detection begins
C. Reduce the player's movement speed
D. Increase the enemy collider size

29 A Selector node has the children Attack, Chase, and Patrol in that order. How does it normally choose an action?

AI Behavior Trees Medium
A. It runs the first child that succeeds
B. It runs every child at the same time
C. It runs only the final child in the list
D. It selects one child completely at random

30 An enemy must first move within range, then face the player, and finally attack. Which behavior-tree composite best represents this ordered requirement?

AI Behavior Trees Medium
A. A Selector node
B. A random-choice node
C. A Sequence node
D. A parallel failure node

31 A chase branch should run only while the blackboard variable PlayerVisible is true. Which behavior-tree element should guard the branch?

AI Behavior Trees Medium
A. A rendering material
B. A conditional decorator
C. A navigation waypoint
D. A skeletal animation

32 An enemy continues a long patrol task even after seeing the player. Which change would make the AI react more quickly?

AI Behavior Trees Medium
A. Increase the patrol animation length
B. Add more waypoints to the patrol
C. Abort patrol when perception changes
D. Lower the enemy model resolution

33 A cutscene camera moves correctly in the editor, but not during gameplay because the track has no target. What is most likely missing?

Timeline-based Cutscenes Medium
A. A navigation mesh for the camera
B. A binding to the scene camera
C. A texture assigned to the timeline
D. A collider on the camera path

34 During a cutscene, the player can still move and disrupt the scene. Which solution best preserves the intended sequence?

Timeline-based Cutscenes Medium
A. Increase the player's acceleration
B. Pause only the cutscene animations
C. Disable player input during playback
D. Remove the player's visual model

35 A door must become permanently unlocked at a specific moment in a cutscene. Which timeline feature is best for invoking this gameplay event?

Timeline-based Cutscenes Medium
A. An animation transition clip
B. A camera blending curve
C. An ambient audio track
D. A signal or event marker

36 Two virtual cameras switch abruptly during a dialogue scene. Which adjustment would create a smoother visual transition?

Timeline-based Cutscenes Medium
A. Disable character animations
B. Increase the dialogue volume
C. Add a timed camera blend
D. Shorten the camera clipping range

37 A ruined laboratory should reveal its history without displaying a long text panel. Which approach best supports environmental storytelling?

Immersive Storytelling Medium
A. Explain every detail through a narrator
B. Display the entire history on entry
C. Remove objects unrelated to combat
D. Arrange damaged equipment and recorded logs

38 A game allows the player to spare or defeat a rival, but later scenes remain identical. What improvement would make the choice feel more meaningful?

Immersive Storytelling Medium
A. Repeat the decision in every level
B. Change later events based on the choice
C. Add more visual effects to the choice
D. Hide the choice from the save system

39 An urgent mission asks the player to rescue a character, but the player can spend hours on unrelated activities without consequences. Which change would reduce this narrative-gameplay conflict?

Immersive Storytelling Medium
A. Repeat the urgent dialogue more often
B. Connect delays to believable consequences
C. Add more unrelated optional activities
D. Make all characters speak more slowly

40 A companion repeatedly delivers the same emotional dialogue immediately after major events. Which design change would make the companion feel more responsive?

Immersive Storytelling Medium
A. Use the same line with random volume
B. Play every available line in sequence
C. Select dialogue using recent story context
D. Trigger dialogue at fixed short intervals

41 A 3D character moves uphill on a terrain mesh. Its controller uses world-space gravity and directly sets horizontal velocity each frame. The character intermittently becomes airborne when crossing steep slopes. Which change most directly preserves grounded motion while maintaining physically consistent gravity?

Game Creation in 3D Hard
A. Disable gravity while the character is grounded
B. Align movement with the camera's forward vector
C. Increase the character's downward acceleration
D. Project movement onto the ground tangent plane

42 A physics-based 3D game produces different results at 30 FPS and 120 FPS because forces are applied inside the render update loop. Which architecture best addresses the problem?

Game Creation in 3D Hard
A. Increase the rendering frame rate limit
B. Interpolate transforms before collision detection
C. Apply forces in a fixed-timestep physics loop
D. Multiply all forces by the render delta time

43 A large open-world scene uses high-resolution meshes for every visible object. Frame time increases sharply when the camera looks across the map, even though many objects are far away. Which solution most effectively targets the primary bottleneck?

Game Creation in 3D Hard
A. Attach more scripts to nearby objects
B. Use distance-based level-of-detail selection
C. Increase the shadow map resolution
D. Raise the texture anisotropic filtering level

44 A multiplayer 3D game must prevent clients from declaring impossible player positions while keeping movement responsive. Which design provides the strongest authority model?

Game Creation in 3D Hard
A. Clients exchange transforms and average conflicting positions
B. The server sends input while clients resolve all collisions
C. The server validates movement and clients predict locally
D. Each client accepts its own movement and broadcasts results

45 An enemy detects the player through a vision cone, but frequently loses and reacquires the target when the player moves near the cone boundary. Which design best prevents unstable state changes?

Adding Enemy to the Game Hard
A. Check visibility only when the enemy attacks
B. Use separate acquire and lose thresholds
C. Increase the enemy's maximum movement speed
D. Replace the vision cone with a larger sphere

46 Several enemies pursue the player through a narrow corridor and repeatedly block one another. Their navigation paths are individually valid, but group movement is ineffective. Which improvement best addresses the issue?

Adding Enemy to the Game Hard
A. Disable collision between the enemies and the player
B. Add local avoidance to global pathfinding
C. Give every enemy an identical target position
D. Increase the corridor's navigation mesh resolution

47 An enemy should investigate the last known player location after line of sight is lost, but it should resume patrolling if no evidence is found. Which implementation most reliably supports this behavior?

Adding Enemy to the Game Hard
A. Randomize the patrol route after every visibility check
B. Keep the enemy permanently locked onto the original target
C. Store the last known location with a timed investigation state
D. Clear the target immediately when visibility is lost

48 An enemy's attack animation lasts 1.2 seconds, but damage should occur at the exact weapon-contact frame and only once per swing. Which solution is most robust?

Adding Enemy to the Game Hard
A. Apply damage continuously while the animation plays
B. Use an animation event with per-swing hit tracking
C. Apply damage when the animation state exits
D. Apply damage when the attack state begins

49 A behavior tree contains a selector with children Attack, Chase, and Patrol. The Chase task returns Failure whenever the target is temporarily unreachable, causing the enemy to patrol instead of trying an alternative route. Which status change is most appropriate?

AI Behavior Trees Hard
A. Return Failure immediately after the first path query
B. Return Running forever after the target disappears
C. Return Success whenever the target is unreachable
D. Return Running while the route is being recovered

50 A behavior tree uses a reactive selector to choose between fleeing and attacking. While attacking, the enemy's health drops below the flee threshold, but the enemy continues the attack until completion. Which structural change best ensures immediate reprioritization?

AI Behavior Trees Hard
A. Convert the selector into a sequence node
B. Increase the attack task's execution priority
C. Place the flee branch after the attack branch
D. Use a conditional abort on the higher-priority flee branch

51 A behavior tree's FindCover task writes a cover position to the blackboard. Later, MoveToCover sometimes reads a stale position from a previous encounter. What is the best correction?

AI Behavior Trees Hard
A. Run the entire behavior tree at a lower update rate
B. Store the cover position as a local animation variable
C. Increase the movement task's acceptance radius
D. Clear or invalidate the blackboard key before a new search

52 A sequence node runs OpenDoor, MoveThroughDoor, and CloseDoor. If MoveThroughDoor fails because the player blocks the doorway, the enemy should retry movement without reopening the door. Which tree structure is most suitable?

AI Behavior Trees Hard
A. Place the movement task in a retry decorator
B. Place the closing task before the movement task
C. Wrap the entire sequence in a repeat decorator
D. Replace the sequence with a random selector

53 A behavior tree performs expensive perception queries every tick for 100 enemies, causing CPU spikes. Which optimization preserves responsiveness while reducing unnecessary work?

AI Behavior Trees Hard
A. Evaluate every enemy tree several times per frame
B. Remove all blackboard updates from perception tasks
C. Schedule perception updates with staggered intervals
D. Replace perception queries with random target selection

54 A timeline cutscene moves a door using animation, but gameplay code also modifies the door transform. On playback, the door snaps unpredictably when the timeline ends. Which approach best prevents this conflict?

Timeline-based Cutscenes Hard
A. Increase the timeline playback speed
B. Disable interpolation on the door track
C. Add more transform keyframes to the timeline
D. Define explicit ownership and restore the gameplay state

55 A cutscene must pause when the player opens a menu and resume at the same narrative position. Which timing strategy is most reliable?

Timeline-based Cutscenes Hard
A. Continue advancing the timeline while rendering is paused
B. Pause the cutscene clock and preserve track state
C. Restart the cutscene after the menu closes
D. Convert all timeline tracks into fixed-duration animations

56 A branching cutscene has dialogue, camera movement, and animation tracks. The player chooses a response during dialogue, but the next section starts one frame before the choice is registered. What design best avoids this race condition?

Timeline-based Cutscenes Hard
A. Poll the player's input from the camera track
B. Increase the dialogue track's playback duration
C. Gate timeline continuation on a completed choice event
D. Move the choice prompt to the previous scene

57 A timeline is authored at 60 FPS, but the game runs at variable frame rates. An object must reach its final position at exactly 5 seconds. Which method gives the most consistent result?

Timeline-based Cutscenes Hard
A. Trigger the final position after a fixed frame count
B. Evaluate animation using normalized timeline time
C. Advance the object by a fixed distance per frame
D. Multiply each keyframe value by the render frame rate

58 A horror game explains every threat through dialogue, reducing tension and player curiosity. Which redesign most strongly supports immersive storytelling?

Immersive Storytelling Hard
A. Add longer exposition scenes before each encounter
B. Display objective text describing every hidden threat
C. Expose environmental evidence before confirming its meaning
D. Use narration to explain each environmental sound

59 A story-critical conversation can be missed because the player explores another area. The designers want to preserve agency without making the narrative incoherent. Which solution is strongest?

Immersive Storytelling Hard
A. Use state-based consequences with alternate information paths
B. Repeat the identical conversation after every objective
C. Teleport the player back whenever the conversation begins
D. Pause all exploration until the conversation is completed

60 An interactive scene requires the player to walk toward a character, but a non-player character must reach the same location at nearly the same time. Which design best preserves the player's sense of control and scene credibility?

Immersive Storytelling Hard
A. Freeze the player until the non-player character arrives
B. Force both characters along identical transform tracks
C. Teleport the non-player character at the interaction frame
D. Use soft spatial constraints and synchronize through events