Sian has placed brightly colored gems along paths she wants her players to take. What technique is Sian using?

(1 point)
Responses
game feel
negative reinforcement
funneling
breadcrumbs

Which of the following terms refers to an object’s location on the X, Y, and Z axes?
(1 point)
Responses
immersion
spatial representation
volume intensity
directional movement

Amal is choosing a sound effect to use as a warning tone when the player makes the wrong decision during gameplay. Which of the following sound effects would work best for Amal’s purposes?
(1 point)
Responses
a consistently low tone
a sound that moves from a low tone to a high tone in quick succession
a sound that slowly moves from a low tone to a high tone
a consistently high tone

Which of the following is an example of a visual cue for a player?
(1 point)
Responses
outer edges of the screen turning red when the player is hurt
a sound effect with a high tone
a sound effect that moves from a high tone to a low tone
the clouds of dust that are kicked up by a running character

Sian is using the technique of "breadcrumbs" by placing brightly colored gems along the paths she wants her players to take. It's like leaving a trail of breadcrumbs to guide them.

The term that refers to an object's location on the X, Y, and Z axes is "spatial representation". It's like knowing the exact coordinates of where something is located in a three-dimensional space.

For Amal's purposes, a sound that moves from a low tone to a high tone in quick succession would work best as a warning tone when the player makes the wrong decision during gameplay. It's like saying, "Uh oh, you messed up!"

An example of a visual cue for a player is the outer edges of the screen turning red when the player is hurt. It's like a visual warning sign that lets the player know they're in danger.

The technique that Sian is using is "breadcrumbs" by placing brightly colored gems along paths to guide the players.

The term that refers to an object's location in the X, Y, and Z axes is "spatial representation".

The sound effect that would work best for Amal's purposes is "a consistently low tone" as a warning tone for making the wrong decision during gameplay.

An example of a visual cue for a player is "outer edges of the screen turning red when the player is hurt".

Sian is using the technique of "breadcrumbs" where she has placed brightly colored gems along the paths she wants her players to take. Breadcrumbs are visual cues or markers that guide players in a game.

The term that refers to an object's location on the X, Y, and Z axes is "spatial representation." Spatial representation is a way to describe the position, orientation, and relationships between objects in a virtual or physical space.

For Amal's warning tone, a sound that moves from a low tone to a high tone in quick succession would work best. This type of sound effect is commonly associated with warning signals and can effectively convey that the player has made the wrong decision.

An example of a visual cue for a player is the outer edges of the screen turning red when the player is hurt. This visual cue signals to the player that they are in a dangerous or critical state. Visual cues can come in various forms such as changes in color, movement, or appearance to provide information or feedback to the player.

Sian is using the technique of "funneling" by placing brightly colored gems along paths she wants her players to take.

The term that refers to an object's location on the X, Y, and Z axes is "spatial representation."

Amal should choose "a sound that moves from a low tone to a high tone in quick succession" as the warning tone when the player makes the wrong decision during gameplay.

An example of a visual cue for a player is "outer edges of the screen turning red when the player is hurt."