Week 5 Practice Quiz -- 3D Space, Camera & Environment
1. What is the biggest difference between 2D and 3D game design?
- A. 3D games are always better
- B. In 3D, the player has limited view and danger can come from any direction
- C. 3D games don't need sound
- D. 2D games can't have enemies
Show Answer
B. In 3D, the player has limited view and danger can come from any direction. This changes everything about how you design levels, place enemies, and guide the player.
2. What axis represents depth (forward/backward) in 3D space?
- A. X-axis
- B. Y-axis
- C. Z-axis
- D. W-axis
Show Answer
C. Z-axis. X = left/right, Y = up/down, Z = forward/backward (depth).
3. In a first-person game, where is the camera?
- A. Above the character looking down
- B. Behind the character
- C. At the character's eye level, seeing what they see
- D. Fixed in one corner of the room
Show Answer
C. At the character's eye level. First-person means you see the world through the character's eyes, like in Minecraft or FNAF.
4. What is a texture in 3D games?
- A. How rough or smooth an object feels to touch
- B. An image applied to the surface of a 3D object
- C. A type of lighting effect
- D. A 3D model file
Show Answer
B. An image applied to the surface of a 3D object. Textures make plain cubes look like brick walls, wooden floors, or metal doors.
5. What is a skybox?
- A. A box that falls from the sky as a power-up
- B. An image that wraps around the entire 3D world to simulate sky
- C. A platform in the air
- D. A type of enemy
Show Answer
B. An image that wraps around the entire 3D world to simulate sky. It creates the illusion of a vast outdoor environment.
6. How do you prevent players from getting lost in a 3D environment?
- A. Add a minimap only
- B. Use landmarks, color coding, lighting, and start with linear layouts
- C. Make all rooms look the same
- D. Remove walls
Show Answer
B. Use landmarks, color coding, lighting, and start with linear layouts. These techniques help players build a mental map of the space.
Bonus: 3D Space Design Challenge
On paper or using the Level Design Worksheet, sketch a top-down floor plan for a 3-room 3D environment:
- Label each room with a theme (e.g., "Library," "Workshop," "Garden")
- Mark where the player starts
- Place one landmark in each room
- Draw the doorways connecting rooms
- Note what texture/color each room would use