Game Art Trivia 2 — Questions and Answers
Question 1: Which legendary game artist is credited with designing the iconic 'Space Invaders' alien sprites in 1978?
- Tomohiro Nishikado (Correct answer)
- Shigeru Miyamoto
- Yuji Naka
- Keiji Inafune
Correct answer: Tomohiro Nishikado
Tomohiro Nishikado created and designed all artwork for Space Invaders, including the iconic alien sprites.
Question 2: What does the term 'sprite sheet' refer to in 2D game art production?
- A single image file containing multiple animation frames arranged in a grid (Correct answer)
- A layered Photoshop document for character design
- A 3D mesh exported with UV maps
- A script that controls character movement
Correct answer: A single image file containing multiple animation frames arranged in a grid
A sprite sheet packs many animation frames into one image file, reducing draw calls and improving rendering performance.
Question 3: Which color model is primarily used for game textures displayed on screen?
- RGB (Correct answer)
- CMYK
- LAB
- HSL
Correct answer: RGB
RGB (Red, Green, Blue) is the additive color model used by monitors and GPUs for real-time rendering.
Question 4: In pixel art, what is 'anti-aliasing' typically avoided for?
- It blurs hard pixel edges, destroying the crisp low-res aesthetic (Correct answer)
- It increases file size beyond acceptable limits
- It causes palette colors to shift unexpectedly
- It slows down the sprite rendering pipeline
Correct answer: It blurs hard pixel edges, destroying the crisp low-res aesthetic
Pixel art relies on sharp, clean pixel edges, and anti-aliasing blurs those edges, ruining the intended retro aesthetic.
Question 5: Which company published the 2011 game 'Bastion,' widely praised for its hand-painted concept art style?
- Supergiant Games (Correct answer)
- Double Fine Productions
- Klei Entertainment
- Capy Games
Correct answer: Supergiant Games
Bastion was developed and published by Supergiant Games, and its painterly art direction set it apart visually.
Question 6: What is the purpose of a 'roughness map' in PBR (Physically Based Rendering) materials?
- It controls how smooth or rough a surface appears by affecting light scattering (Correct answer)
- It defines the height of bumps on a surface
- It stores ambient occlusion data for shadowed areas
- It determines the base color of the material
Correct answer: It controls how smooth or rough a surface appears by affecting light scattering
A roughness map tells the renderer how microscopically rough the surface is, determining how sharp or blurry reflections appear.
Question 7: Which file format is most commonly used for game textures due to GPU-native compression support?
- DDS (Correct answer)
- PSD
- SVG
- BMP
Correct answer: DDS
DDS (DirectDraw Surface) supports GPU-compressed formats like DXT/BC that can be read directly by the graphics card without decompression.
Which legendary game artist is credited with designing the iconic 'Space Invaders' alien sprites in 1978?