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Pablo Rodriguez

Game Loop Implementation Quiz

User experience is closely related to full on game design but is:

  • for programming
  • not involved in game design
  • more catered to the player’s perspective ✓
  • for art direction

Answer found in UX categories overview explaining the relationship between UX and game design.

User Experience is a way to:

  • create new story narrative
  • add new features to a game
  • measure our intentions as a designer ✓
  • optimize performance

Answer found in UX categories overview about measuring design intentions.

A major importance in User Experience is:

  • don’t test your designs
  • ignore player feedback
  • all of the above
  • thinking about the emotions your players experience ✓

Answer found in game UX section about emotional experience importance.

Game UX is a combination of:

  • accuracy ✓
  • polish ✓
  • game feel ✓
  • immersion ✓
  • game connectivity ✓

Answer found in game UX section about game feel keywords.

You can take your game to local game dev meetups, town events or farmer markets to test a game.

  • True ✓
  • False

Answer found in game UX testing and feedback section.

What is the concept of breadcrumbs in game design?

  • the ability to throw bread at enemies
  • bread pieces placed on the ground in a line
  • programming paradigms
  • a series of interesting or useful objects that draw the player to a point of interest ✓

Answer found in level design UX breadcrumbs system section.

The entire game user experience is a tricky part to solve by yourself due to:

  • development bias ✓
  • its time consuming
  • you, the designer, is always right
  • players don’t know what is wrong with a game

Answer found in game UX development bias challenge.

Players will often find the problems in your game but it is up to you to:

  • delete the problem
  • all of the above
  • find the solution ✓
  • ignore the players

Answer found in game UX testing section about player feedback.

Name a user experience category we reviewed:

  • game ✓

Answer found throughout the UX categories - game, level, combat, objectives are all valid.

Lighting can be used to guide players through a level.

  • False
  • True ✓

Answer found in level design UX section about drawing player attention.

You can think of combat design as a:

  • an exploration task
  • a puzzle for the player to solve ✓
  • an objective experience
  • a crafting experience

Answer found in combat UX section about combat as problem-solving.

Combat feel is a combination of:

  • visual effects ✓
  • camera features ✓
  • sound effects ✓
  • accuracy ✓
  • damage and healing effectiveness ✓
  • animations ✓
  • controls ✓

Answer found in combat UX analysis section about core combat feel elements.

It is important to balance combat difficulty.

  • False
  • True ✓

Answer found in combat UX interaction analysis about difficulty balance.

What type of user experience involves quests, missions, achievements, collectibles and story progress?

  • combat user experience
  • game user experience
  • level user experience
  • objective user experience ✓

Answer found in objectives UX section introduction.


When research and development is complete, project are re-created from scratch with a more organized and clean coded construction.

  • True ✓
  • False

Answer found in game loop fundamentals development philosophy section.

Time based goals are required to be precise.

  • False ✓
  • True

Answer found in game loop fundamentals about time guidelines being flexible.

When a player completes an hour based goal it is important to:

  • do nothing
  • let the player see their progression which gives them a sense of accomplishment ✓
  • punish the player

Answer found in hour goals reward philosophy section.

You can plan levels around 15 minute goals.

  • True ✓
  • False

Answer found in 15 minute goals level-based goals section.

Scope creep in game development means:

  • the user experience and their perspective
  • when adding feature extends the development cycle ✓
  • iterating on a game loop
  • when adding features causes the game to lose its core experience that was fun ✓

Answer found in game loop fundamentals scope creep dangers section.

Proving your game loop can utilize temporary low-quality art, quick coding techniques, mixamo, or marketplace assets.

  • False
  • True ✓

Answer found in game loop fundamentals proof of concept timeline section.

A game loop can be portrayed in as little as:

  • 30 minutes of gameplay
  • 60 minutes of gameplay
  • 10 minutes of gameplay ✓
  • 3 hours of gameplay

Answer found in game loop fundamentals proof of concept timeline.

An hour based goal for player vs player or skill based games is:

  • advancing story
  • completing a level
  • skill depth and progression ✓
  • player vs player and skill based games do not have hour goals

Answer found in hour goals skill development section.

Hour based goals give an opportunity for designers to give the player:

  • nothing
  • a small reward
  • a big reward ✓
  • a debuff

Answer found in hour goals reward philosophy section.

What are typical 15 minute goals?

  • winning a match ✓
  • achievements ✓
  • completing a level ✓
  • quests ✓
  • objectives ✓

Answer found in 15 minute goals quest and mission framework section.

Long terms goals should feel:

  • be generic
  • be small
  • epic and extremely reward the player for choosing to play your game ✓
  • do nothing

Answer found in long term goals epic goals section.

A pre-vis or pre-visualization of a game project is:

  • accessibility options
  • a written description of the gameplay
  • saved packaged builds and video recordings of how gameplay looks and feels like ✓
  • development bias

Answer found in game loop fundamentals documentation through development section.

A proper game loop can be created in:

  • demo
  • vertical slice
  • prototype
  • all of the above ✓

Answer found in game loop fundamentals establishing your game loop section.

Establishing a game loop is one of the first experiences you should create.

  • True ✓
  • False

Answer found in game loop fundamentals establishing your game loop section.

A game loop is broken down in to how many time based goals?

  • 5 ✓
  • 1
  • 2
  • 4
  • 3

Answer found in game loop fundamentals what is a game loop section.

60 minutes is a general guideline for time and can be 30, or 90 minutes long based on game design needs.

  • False
  • True ✓

Answer found in hour goals flexible duration section.

You can have multiple overlapping time based goals.

  • True ✓
  • False

Answer found throughout the game loop sections mentioning overlapping goals for different game types.