Coming soon. We are working on adding products for this exam.
Coming soon. We are working on adding products for this exam.
Passing the IT Certification Exams can be Tough, but with the right exam prep materials, that can be solved. ExamLabs providers 100% Real and updated Microsoft 98-374 exam dumps, practice test questions and answers which can make you equipped with the right knowledge required to pass the exams. Our Microsoft 98-374 exam dumps, practice test questions and answers, are reviewed constantly by IT Experts to Ensure their Validity and help you pass without putting in hundreds and hours of studying.
The Microsoft Technology Associate (MTA) certification for Gaming Development Fundamentals, validated by passing the 98-374 Exam, was a credential created to recognize individuals who possessed a foundational understanding of the concepts and processes involved in creating video games. This exam was designed as an entry point for students, aspiring developers, and enthusiasts looking to take their first formal step into the game development industry. It focused on the "what" and "why" of game creation rather than the deep technical "how" of a specific programming language or engine.
Passing the 98-374 Exam demonstrated a broad knowledge of the entire game development lifecycle, from initial design and storytelling to the technical aspects of graphics, animation, audio, and programming. It served as a comprehensive validation of core terminology and principles. This five-part series will provide a detailed exploration of the fundamental topics covered in this exam, offering a structured guide for anyone wishing to understand the essential building blocks of game development.
The 98-374 Exam was specifically aimed at individuals at the very beginning of their game development journey. The ideal candidate was a high school or college student in a computer science or digital arts program, a hobbyist game maker looking to formalize their knowledge, or a professional in another field of IT considering a career change into the gaming industry. The exam did not require any prior professional experience in game development or advanced programming skills.
The goal of the MTA program was to provide a stepping stone. This exam was designed to give candidates the confidence and the credential needed to pursue further, more specialized education or to apply for entry-level roles and internships. The 98-374 Exam was for anyone who had a passion for games and wanted to prove they understood the fundamental components and collaborative effort required to bring a game to life.
To fully grasp the scope of the 98-374 Exam, it is essential to understand that game development is a highly collaborative, multidisciplinary field. A key part of the curriculum involved recognizing the different roles that make up a typical game development team. The Game Designer is responsible for the creative vision, defining the rules, mechanics, and overall player experience. They are the architects of the fun.
The Game Programmer writes the code that makes the game work, implementing the designer's vision and creating the underlying systems for graphics, physics, and gameplay. The Artist creates all the visual assets, including the characters, environments, and user interface. The Audio Designer is responsible for the sound effects and music that create the game's atmosphere. The Producer acts as the project manager, keeping the team on schedule and on budget.
The 98-374 Exam required a solid understanding of the creative and structural process of game design. This process begins long before any code is written or any art is created. It starts with a core idea or concept. This idea is then developed through brainstorming and research into a more formal game design proposal. A key part of this early phase is prototyping, where the team creates very simple, often non-digital, versions of the game to test if the core mechanics are fun and engaging.
Once the design is more established, the team creates a Game Design Document (GDD). The GDD is the master blueprint for the entire project, detailing every aspect of the game, from the story and characters to the level designs and user interface. The 98-374 Exam would have expected you to understand the purpose of this documentation and the iterative nature of the design process.
Game mechanics are the rules and procedures that govern how the player interacts with the game world and how the game world responds to the player's actions. A fundamental knowledge of core game mechanics was a key topic on the 98-374 Exam. These are the building blocks of gameplay. For example, in a platformer game, the core mechanics would include running, jumping, and collecting items.
Designers combine these core mechanics to create more complex gameplay loops. A gameplay loop is a sequence of actions that the player repeats throughout the game. For example, in a role-playing game, a common loop is to accept a quest, defeat monsters to get stronger, complete the quest to get a reward, and then use that reward to prepare for the next, more difficult quest. Understanding these fundamental patterns of player engagement was essential.
While not all games have a complex narrative, storytelling is a powerful tool for engaging players, and its basic principles were a topic on the 98-374 Exam. A game's story provides context for the player's actions and can create a strong emotional connection to the game world and its characters. You needed to be familiar with the basic elements of narrative structure, such as the setup, the rising action, the climax, and the resolution.
You also needed to understand the different ways that stories can be told in a game. Some games use a linear narrative, where the story progresses along a single, predefined path. Other games use a branching narrative, where the player's choices can lead to different outcomes and story paths. This interactive nature of storytelling is one of the unique strengths of the video game medium.
It is important to acknowledge that the 98-374 Exam and the entire MTA certification track have been retired by Microsoft. The modern game development industry is more focused on portfolio-based hiring and platform-specific certifications from engine creators like Unity and Epic Games. However, the knowledge validated by the 98-374 Exam remains the universal and timeless foundation of all game development.
The core concepts of game design, the principles of 2D and 3D graphics, the basics of animation and physics, and the fundamentals of programming are the essential building blocks that every single game developer, designer, and artist must understand. Studying the topics of this exam is the perfect starting point for anyone, regardless of which modern game engine or platform they ultimately choose to specialize in.
To develop games, you must first understand the hardware that they run on. The 98-374 Exam required a foundational knowledge of the key components of a computer or a game console and the role that each one plays in the gaming experience. The Central Processing Unit (CPU) is the "brain" of the computer. In a game, the CPU is responsible for running the core game logic, processing player input, running the artificial intelligence (AI) for non-player characters, and managing the overall state of the game.
The Graphics Processing Unit (GPU) is a specialized processor that is designed specifically for handling the complex calculations required for rendering 2D and 3D graphics. A powerful GPU is essential for modern games with high-resolution textures and complex visual effects. Other key components include Random Access Memory (RAM), which is the fast, temporary storage used by the game while it is running, and the hard drive or solid-state drive, which provides long-term storage.
Modern game development is almost always done using a game engine. A game engine is a powerful and complex software framework that provides a complete set of tools and libraries for building games. Your understanding of the purpose of a game engine was a critical concept for the 98-374 Exam. A game engine provides a huge head start by handling many of the most difficult technical challenges for you.
A typical game engine includes a rendering engine for drawing the graphics, a physics engine for simulating realistic motion and collisions, an audio engine for playing sounds, and a scripting or programming interface for implementing your game's unique logic. Popular examples of game engines include Unity and Unreal Engine. Using an engine allows developers to focus on the creative aspects of their game instead of reinventing the wheel.
A graphics API, or Application Programming Interface, is a special library that acts as the intermediary between the game engine and the computer's graphics hardware (the GPU). A foundational understanding of the role of a graphics API was a topic on the 98-374 Exam. The game engine uses the graphics API to send commands to the GPU, telling it what to draw on the screen.
The two most well-known graphics APIs are DirectX and OpenGL. DirectX is a collection of APIs developed by Microsoft and is the standard for game development on Windows and Xbox. OpenGL is an open-standard, cross-platform API that is used on a wide variety of systems, including macOS, Linux, and mobile devices. While a game developer using an engine may not interact with the graphics API directly, it is a crucial part of the underlying technology stack.
While the 98-374 Exam was not a deep programming test, it did require you to understand the fundamental concepts of programming that are the building blocks of all game logic. The first of these is the concept of a variable. A variable is simply a named container in memory that you can use to store a piece of information, such as the player's score or their current health. Each variable has a data type, which defines what kind of information it can hold, such as a number, a string of text, or a true/false value.
Another key concept is the function or method. A function is a named block of code that performs a specific task. By breaking your code down into functions, you can make it more organized, reusable, and easier to understand. For example, you might have a function called PlayerJump() that contains all the code related to making the player's character jump.
To create any kind of interesting behavior, your program needs to be able to make decisions and repeat actions. This is done using control structures, and your understanding of them was a requirement for the 98-374 Exam. Conditional statements, such as if-then-else, are used to make decisions. You can use an if statement to check if a certain condition is true, and then execute a specific block of code only if it is. For example, if PlayerHealth is less than or equal to zero, then run the GameOver function.
Loops are used to repeat a block of code multiple times. A for loop is often used to repeat a task a specific number of times, while a while loop is used to repeat a task as long as a certain condition remains true. These basic control structures are the fundamental tools that a programmer uses to build the complex logic of a game.
Every real-time game, from the simplest 2D scroller to the most complex 3D world, is built around a central concept called the game loop. The game loop is a continuous cycle that the program runs over and over again, many times per second. Your conceptual understanding of the game loop was a key topic for the 98-374 Exam. Each iteration of the game loop typically consists of three main phases.
The first phase is to process user input. The game checks the state of the keyboard, mouse, or controller to see what the player is doing. The second phase is to update the game state. This is where all the game logic is executed. The positions of all the objects are updated, the AI makes its decisions, and the physics are calculated. The third and final phase is to render the new frame to the screen. This entire loop then repeats, creating the illusion of smooth motion and interaction.
Many modern game engines and programming languages are based on the principles of Object-Oriented Programming, or OOP. The 98-374 Exam required you to have a high-level understanding of the basic concepts of OOP. The central idea of OOP is to model your program around "objects," which are self-contained units that bundle together both data (properties) and the functions that operate on that data (methods).
For example, you could create a "Player" object. The properties of this object might be its position, health, and score. The methods might be Move(), Jump(), and TakeDamage(). This approach to programming makes your code more organized, modular, and easier to manage, which is incredibly important for a large and complex project like a video game.
The visual world of a 2D game is constructed from a set of fundamental building blocks, and your understanding of these was a core requirement for the 98-374 Exam. The most basic of these is the sprite. A sprite is simply a 2D image that can be moved around on the screen. Your player character, the enemies, and any collectible items would all typically be represented as sprites.
For creating the background and the level environment, 2D games often use a tilemap. A tilemap is a large grid, and each cell in the grid can be filled with a small, square image called a tile. By creating a set of reusable tiles, such as different types of ground, walls, and platforms, a level designer can quickly and efficiently build a large and complex level by "painting" these tiles onto the grid.
To position and move these 2D objects on the screen, games use a coordinate system. A solid understanding of the 2D Cartesian coordinate system was a foundational concept for the 98-374 Exam. This is the same coordinate system you likely learned in math class, with a horizontal X-axis and a vertical Y-axis. Every object in the game has an X and Y coordinate that defines its position on the screen.
To move an object, a game programmer simply changes its coordinate values over time. For example, to move a sprite to the right, you would gradually increase its X coordinate in each frame of the game loop. To make it jump, you would rapidly increase its Y coordinate and then gradually decrease it to simulate the effect of gravity. This simple system of coordinates is the mathematical foundation for all motion in a 2D game.
While 2D games are built on a flat plane, 3D games are built within a simulated three-dimensional world. The 98-374 Exam required you to understand the fundamental concepts that differentiate 3D graphics from 2D. The most obvious difference is the addition of a third dimension. The 3D coordinate system adds a Z-axis, which represents depth. So, every object in a 3D world has an X, Y, and Z coordinate.
Instead of being made from simple 2D sprites, the objects in a 3D game are constructed from geometric shapes. These shapes are defined by a collection of points in 3D space. This allows for much more realistic and complex objects that can be viewed from any angle, which is the hallmark of a 3D game.
The objects that you see in a 3D game, such as a character or a car, are called models or meshes. A deep understanding of how these models are constructed was a key topic for the 98-374 Exam. A 3D model is made up of a collection of simple, flat shapes called polygons. The most common type of polygon used in games is a triangle. By connecting thousands or even millions of these small triangles together, an artist can create a complex and detailed 3D shape.
Each corner of a polygon is a point in 3D space called a vertex. The 3D model is essentially a large list of all of its vertices and a set of instructions on how to connect those vertices to form the polygons. This collection of vertices and polygons is what is known as the mesh.
A plain, uncolored 3D mesh is not very visually interesting. To give a model its color and surface detail, artists use textures. A texture is a 2D image that is "wrapped" around the 3D model, much like wrapping paper around a gift. This is what gives a model the appearance of being made of wood, metal, or skin. Your understanding of this concept was a requirement for the 98-374 Exam.
The combination of a mesh, its textures, and a set of properties that define how it interacts with light is called a material. The small programs that run on the GPU and are responsible for calculating the final color of each pixel of a material are called shaders. Shaders are what allow for advanced visual effects like reflections, transparency, and realistic shadows.
Lighting is one of the most important elements for creating a believable and atmospheric 3D world, and its basic principles were a topic on the 98-374 Exam. Without lighting, all of your 3D models would appear flat and uninteresting. Lights are special objects that you place in your 3D scene that emit light. There are several different types of lights.
A directional light, like the sun, is a light source that is infinitely far away and casts parallel rays of light. A point light, like a light bulb, emits light in all directions from a single point in space. An ambient light is a general, non-directional light that illuminates the entire scene and ensures that even the areas in shadow are not completely black. The interaction of these lights with the materials on your 3D models is what creates the final rendered image.
The 3D world that you create is vast, but the player can only see it through a single "window," which is the game screen. The object that represents the player's point of view in the 3D world is called the camera, and its function was a key concept for the 98-374 Exam. The camera is an invisible object that has a position and an orientation in the 3D space.
The game's rendering engine uses the camera's position and orientation to determine what parts of the 3D world are visible to the player and from what angle. Everything that the camera "sees" is then projected onto a 2D plane and displayed on the screen. By moving and rotating the camera within the 3D scene, you can create first-person, third-person, or cinematic camera views.
Animation is the process of creating the illusion of movement. In game development, animation is what brings your characters and objects to life, making them feel dynamic and responsive. The 98-374 Exam required you to have a foundational understanding of the core principles of animation. These principles, which were originally developed for traditional hand-drawn animation, are just as relevant for digital animation in games.
Concepts like "squash and stretch" can be used to give an object a sense of weight and flexibility. "Anticipation" is used to prepare the player for an action, such as a character crouching down before they jump. "Timing and spacing" control the speed and rhythm of an action, which can convey a character's personality or emotional state. A basic understanding of these artistic principles was an important part of the exam's design-focused objectives.
The most common technique for animating 2D sprites, and a key concept for the 98-374 Exam, is to use a sprite sheet. A sprite sheet is a single image file that contains all the individual frames of a character's animation laid out in a grid. For example, a sprite sheet for a character's walk cycle would contain a series of images showing the character in each progressive pose of a single step.
To create the animation, the game engine will rapidly display these frames in sequence. By cycling through the images of the walk cycle in the game loop, it creates the illusion that the character is walking. This technique is very efficient because it allows the game to load a single image file to get all the frames for an animation, which reduces memory usage and load times.
Animating a 3D model is a more complex process than animating a 2D sprite. The 98-374 Exam required you to understand the fundamental techniques used for 3D animation. The most common method is called skeletal animation. The first step in this process is for an artist to build a virtual skeleton, or "rig," inside the 3D model. This rig consists of a hierarchy of bones that corresponds to the parts of the character that need to move.
The artist then "skins" the model, which is the process of attaching the vertices of the 3D mesh to the bones of the rig. Now, when a bone in the skeleton is moved or rotated, it will deform the corresponding part of the mesh. An animator can then create an animation by setting keyframe poses for the skeleton at different points in time, and the computer will automatically interpolate the motion between those keyframes.
To make a game world feel believable and interactive, you need a physics engine. A physics engine is a component of the game engine that is responsible for simulating the laws of physics, such as gravity, friction, and momentum. Your conceptual understanding of the role of a physics engine was a key topic on the 98-374 Exam. The physics engine automatically applies forces like gravity to the objects in your scene, making them fall and rest on surfaces realistically.
It also simulates how objects should react when they are pushed or hit. For example, if a player character runs into a stack of boxes, the physics engine will calculate how the boxes should realistically tumble and fall. This allows for the creation of dynamic and emergent gameplay scenarios without the programmer having to manually script every single interaction.
A critical part of any physics simulation, and a fundamental concept for the 98-374 Exam, is collision detection. The physics engine is constantly checking to see if any of the objects in the game world are overlapping or intersecting with each other. To do this efficiently, it often uses simplified invisible shapes, called colliders or bounding boxes, to represent the physical volume of the game objects.
When the engine detects that two colliders are overlapping, it has detected a collision. The next step is the collision response. The physics engine will then calculate how the two objects should react to the collision based on their properties, such as their mass and velocity. For example, it might cause the two objects to bounce off of each other. Collision detection is also used for core gameplay mechanics, such as detecting if a player's attack has hit an enemy.
Most of the physics simulations in games are based on a set of principles called rigid body dynamics. Your high-level understanding of this concept was a requirement for the 98-374 Exam. A "rigid body" is an object that is assumed to be solid and that will not deform when it collides with other objects. Most of the non-character objects in a game, such as boxes, barrels, and vehicles, are simulated as rigid bodies.
The physics engine applies the laws of motion to these rigid bodies. It simulates both linear motion, which is the movement of the object from one point to another, and angular motion, which is the rotation of the object. By simulating these dynamics, the engine can create very realistic and believable interactions between all the physical objects in the game world.
For creating special effects like fire, smoke, explosions, and magic spells, game developers use a technology called a particle system. Your understanding of the purpose of particle systems was a topic on the 98-374 Exam. A particle system is an engine that can generate and manage a very large number of very small sprites or 3D objects, which are called particles.
The system will emit these particles from a specific point, and it will control their life cycle. It will define their initial velocity, their color, their size, and how these properties change over the particle's lifetime. By combining thousands of these small, simple particles, an artist can create very complex and dynamic visual effects that would be impossible to animate by hand.
Audio is a critically important and often overlooked component of the game experience, and its fundamental principles were a key topic on the 9 8-374 Exam. The audio of a game can be broken down into three main categories. The first is sound effects. These are the short, reactive sounds that provide feedback to the player and make the world feel more interactive. This includes sounds like footsteps, weapon fire, and the sound of a button being clicked in a menu.
The second category is music. The musical score of a game is essential for setting the mood and emotional tone. A game's music can be dynamic, changing in response to what is happening in the game, such as shifting to a more intense track when a battle begins. The third category is voice-over, which includes all the dialogue for the characters in the game.
To create a more immersive and believable 3D world, game developers use a technique called 3D positional audio. Your conceptual understanding of this technique was a requirement for the 98-374 Exam. With positional audio, the game's audio engine will modify the sound that the player hears based on the location of the sound's source relative to the player's camera or character in the 3D world.
For example, if an enemy is to the player's left, the sound of their footsteps will be played primarily through the left speaker. As the enemy gets closer, the sound will get louder. The audio engine can also apply effects like muffling to simulate the sound coming from behind a wall. This technique provides valuable gameplay information to the player and dramatically increases the sense of immersion.
The User Interface, or UI, is the collection of all the menus, icons, and on-screen displays that the player uses to interact with the game. The User Experience, or UX, is the overall feeling that the player has while interacting with that interface. A solid understanding of the basic principles of UI and UX design was a topic on the 98-374 Exam. The goal of good UI/UX design is to make the player's interaction with the game as intuitive and seamless as possible.
This includes designing a clear and easy-to-navigate menu system. It also includes designing the in-game Heads-Up Display, or HUD, which is the set of elements that are always on the screen during gameplay, such as the health bar and the score. A good UI provides the player with all the information they need without cluttering the screen or distracting from the core gameplay.
To prepare for a fundamentals exam like the 98-374 Exam, your focus should have been on breadth of knowledge rather than depth. The exam was designed to test your understanding of the core concepts and terminology across the entire spectrum of game development. The best study strategy was to systematically work through each of the major domains in the exam blueprint: game design, hardware and software, graphics, animation, programming, and audio.
For each topic, your goal should have been to understand the concept and be able to define the key terms. This was not an exam that required you to write code or create 3D models. It was about knowing what a game engine is, what a sprite is, and what a game loop is. Using official study guides, online courses, and practice questions to reinforce this foundational knowledge was the most effective path to success.
On the day you were scheduled to take the 98-374 Exam, the key was to be relaxed and confident in your foundational knowledge. As an entry-level exam, the questions were designed to be straightforward tests of your understanding of the core concepts. You would need to read each question carefully to ensure you understood what it was asking. The exam was a multiple-choice format, so a process of elimination could be a useful strategy if you were unsure of an answer.
The breadth of the exam was its main challenge. You could be asked a question about game design principles in one moment and a question about 3D animation techniques in the next. A well-rounded study plan that covered all the official objectives was the key to being prepared for this variety.
Passing the 98-374 Exam was an excellent way to take the first formal step on the long and exciting journey of becoming a game developer. The MTA credential provided a clear and verifiable signal to schools and potential employers that you had a serious interest in the field and that you had taken the initiative to learn and validate your knowledge of the fundamental principles of the craft.
While the certification itself has been retired, the journey of learning that it represented is still the same one that every aspiring game developer must take. After mastering these fundamentals, the next step is to choose a modern game engine, such as Unity or Unreal, and begin the hands-on process of building your own small games. This is where you will start to put the foundational knowledge from the 98-374 Exam curriculum into practice and begin to build the portfolio of work that is essential for a career in the gaming industry.
Choose ExamLabs to get the latest & updated Microsoft 98-374 practice test questions, exam dumps with verified answers to pass your certification exam. Try our reliable 98-374 exam dumps, practice test questions and answers for your next certification exam. Premium Exam Files, Question and Answers for Microsoft 98-374 are actually exam dumps which help you pass quickly.
Please keep in mind before downloading file you need to install Avanset Exam Simulator Software to open VCE files. Click here to download software.
Please check your mailbox for a message from support@examlabs.com and follow the directions.