UNITY CERTIFIED ASSOCIATE EXAM 2023-2024
ACTUAL TEST BANK EXAM 500 QUESTIONS AND
CORRECT DETAILED ANSWERS WITH
RATIONALES|ALREADY GRADED A+
Explain the functionality of the Project View Window - ANSWER-The Project View window shows all the
assets in the entire project and the organization of these assets. It looks and functions like a file
explorer. You can import assets into a specific folder by right clicking inside that folder, selecting Import
New Asset, and finding that asset in your computer. You can also create objects here and import asset
packages.
Identify UI functionality in the Project View Window* - ANSWER-The Project View window allows users
to search for assets easily via the tag system. Assets can be tagged as specific labels (Character, Effect,
Architecture, Prop, etc.) or as types (AudioClip, Sprite, Script, etc.). You can also save folders, assets, or
searches as favorites to find them easily in the window.
Identify an empty Prefab* - ANSWER-An empty prefab is a prefab made from an empty GameObject
that has nothing on it. Empty prefabs show up in the Project window as the default blue box image.
Focus the Scene View Camera - ANSWER-To focus the scene view on a specific object, select that object
in the Scene window and press F. While this will not pay respects, it will zoom the view in or out as
needed and center to the object.
Differentiate the Project View Window - ANSWER-The Project View window shows up as with the file
organization of the project on the left side and the current open folder on the right side. You navigate
through this window by selecting different folders on the left side and you generate objects in the scene
by dragging in prefabs from the right side. The left side organization also holds your saved favorites.
Use the Zoom Tool - ANSWER-The zoom tool can be used by scrolling on a mouse or by pinching in or
out on a touchpad.
Orbit the Camera - ANSWER-Move the camera with the arrow keys or with the Move gizmo on the top
left of the Scene window. When moving the scene, the cursor icon turns to a hand. Orbit the camera by
holding Alt and clicking and dragging around the scene. When the camera is orbiting, the cursor icon
turns to an eye.
,Modify Gizmos* - ANSWER-Gizmos can be changed in the top toolbar of the Scene window. Click the
dropdown arrow to see all possible gizmos in the scene and enable or disable them. The most used
gizmos are the 3D icons and the scene grid.
Define "critique" in the context of video game development* - ANSWER-Critique is given by
collaborators, coworkers, or clients on what you have created for the game. Critique can be constructive
or destructive, and it generally guides the continuing development of the game. Critique is important so
developers can set their scale effectively and provide what their clients or target audience really want.
Explain the purpose of the Non-Disclosure Agreement (NDA)* - ANSWER-NDAs state that those working
on a project cannot discuss or disclose information or parts of the project without approval. NDAs allow
companies and clients to agree about what can or cannot be shared with the public about a project. If
the NDA is violated, the project can be discontinued and the employee who violated it will likely be
fired.
Explain the concept of "intellectual property" (IP) - ANSWER-Intellectual property states that whatever
you create is your property and you alone have the rights to copy, sell, and distribute it. If you take on
client work, intellectual property rights for that project are usually transferred upon payment. IP rights
protect creators and distributors from theft.
Describe methods to optimize model assets* - ANSWER-Model assets can be optimized by creating
prefabs for enemies or other NPCs in the game. This allows a type of enemy to use the same assets as
the other instances of that enemy, which cuts down computation needed in generating these enemies.
Summarize how art choices affect mood* - ANSWER-The mood of a game must be supported by the art
for that game. Darker games such as thriller and horror games will have darker and grungier art. Lighter
games such as puzzle games will have brighter and higher-contrast art. Warm colors make games feel
more vibrant and lively, while cool colors make games feel calmer and slower.
Explain the purpose of concept art* - ANSWER-Concept art defines the main, unifying idea of the game
and how the art style will support that idea. Concept art can also provide a draft of how the
environment and characters will look and give a good starting point for designers and modelling artists
to create assets for the game.
,Explain the concept of "unifying color"* - ANSWER-A unifying color in the environment makes that scene
and objects within it feel like they belong. Unifying color can also give scenes a certain mood, such as
how a navy unifying color makes a scene feel scarier or like night time.
Differentiate video game types* - ANSWER-Video games can be online browser games, social network
games, casual games, AAA games, and indie games. Game types are broader than game genres,
although there is some overlap.
Identify video game mechanics* - ANSWER-Game mechanics include moving players, turns, shooting or
attacking, selecting weapons, inventories, UI elements like menus, scores, and health bars, and leveling.
Game mechanics combine to give an overall gameplay experience, and are usually chosen to support the
game's genre and story.
Differentiate video game participants* - ANSWER-In a single-player game, the person playing the game
controls the main character. Any other characters, including enemies and allies, are non-player
characters (NPCs). In a multiplayer game, other people playing control other player characters, and all of
the player characters can interact with each other. Players can be casual players or more hardcore
gamers.
Differentiate video game genres - ANSWER-Game genres include first-person shooter (FPS), realtime
strategy (RTS), puzzle, role-playing games (RPGs), platformers, simulations, sports, and adventure. The
genre of game determines what audience the game is marketed toward.
Identify video game controls - ANSWER-Game controls depend on the platform the player is using. PCs
or Macs use keyboard input and mouse movement to control the game, while consoles like Xbox and
PlayStation use specialized controllers to control the game. Mobile devices use touchscreen input like
swiping the screen and tapping as game controls.
Differentiate production talent roles and responsibilities* - ANSWER-The game industry includes roles
such as producer, concept artist, art director, programmer/game designer, audio engineer, level
designer (includes environments and lighting), materials/modeling artist, and technical artist.
Differentiate console hardware by feature - ANSWER-Consoles can be home consoles or handheld
consoles. Home consoles are connected to
a TV and include the Xbox, PlayStation, Nintendo switch, and Wii. Handheld consoles are portable and
include the Nintendo 3DS, Nintendo switch, Game Boy, and PlayStation Vita.
, Match production phases by criteria - ANSWER-Production consists of pre-production, production, and
post-production. In pre-production, the development team makes a game design document (GDD) and a
technical design document (TDD) to plan out the game. The concept artist will sketch out game art. In
production, the team is working on each aspect to complete it, and critique from the team or the client
drives revisions in the project. In post-production, the game is finalized, packaged, and marketed to the
target audience. The studio now manages customer service for the game, including fixing bugs, releasing
patches, and possibly releasing new levels or content.
Explain lighting settings* - ANSWER-Global Illumination (GI) is how light bounces off the environment
and illuminates surroundings, and especially how indirect light affects the scene. Light baking is
generated and adjusted through the Lighting Settings window, which includes the scene lighting,
realtime lightmaps, and baked lightmaps. In the Scene tab, the user can change how much GI impacts
the scene and can set the skybox and sun source.
Explain Light Baking - ANSWER-Light baking is precalculating lighting in a scene so the light doesn't have
to calculate in real time. This makes the game run faster and makes scenes less computationally heavy.
Light baking is only useful if the objects and lights baked in are still throughout the game. Objects must
be marked as static in order to be baked into a lightmap.
Explain Lightmaps - ANSWER-Lightmaps are the visual representations of light baking, and they tell the
game where lights hit and shadows form. Lightmaps have a .exr file extension.
Explain Generate Lightmap UV settings* - ANSWER-Generate Lightmap UV is a setting that takes baked
lightmaps and maps the 2D coordinates to the 3D models inside the scene. This uses the UV maps of
static objects in the scene to break up the baked lightmaps and light the scene correctly.
Assess Shadow types - ANSWER-Shadows can be hard shadows or soft shadows. Hard shadows don't
blend as fully into the environment, but are less computationally heavy. Soft shadows look more
realistic but take longer to render. You enable certain shadows in the Inspector for that light.
Explain Light Intensity - ANSWER-Light intensity is how bright a specific light shines. This can be changed
in the Light component on the light object.
Define Culling Mask* - ANSWER-A culling mask identifies which objects will be lit by a certain light and
which objects will not be. For example, a matte object will not be hit by light, while a shiny metal bowl