Game Design 1050

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115 Terms

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Size

The physical dimensions or magnitude of an object. This word can be absolute or relative depending on context.

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Proportion

The size relationships between various elements of a design, or how much of a composition an element occupies.

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Ratio

The relative size between two elements, typically expressed as a fraction (e.g., 4:3, 16:9).

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Color

A powerful visual quality that defines shape, provides emphasis, and conveys emotion. It can have three main qualities: hue, value, and saturation.

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Hue

The color itself (e.g., red, green). It can also be described in terms of temperature, with warm colors like red and cool colors like blue.

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Monochromatic

A color scheme using variations of a single hue, with changes in value or saturation.

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Analogous

A color scheme using several similar hues, creating a harmonious feel.

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Complementary

A color scheme that uses two colors from opposite sides of the color wheel, which have strong interactions.

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Value

The relative lightness or darkness of a color. It can be modified by adding white, black, or gray.

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Tint

A color created by adding white to a hue, making it lighter than the base color.

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Shade

A color created by adding black to a hue, making it darker than the base color.

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Tone

A color created by adding gray to a hue, resulting in a color that may be lighter or darker than the base color.

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Saturation

The intensity or purity of a color, ranging from bright, vivid colors to dull, muted tones.

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Chromatic

Colors with noticeable saturation, where the hue is clearly identifiable.

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Neutral

Colors with minimal saturation, such as grays and browns, that don't have a strong hue.

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Achromatic

Colors that have no saturation or discernible hue, such as black, white, and gray.

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Simultaneous Contrast

The phenomenon where neighboring colors amplify differences in hue, value, or saturation.

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Optical Mixing

A technique where small areas of color placed next to each other blend visually, creating a new color.

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Color Identifier

Colors used to group and differentiate elements, such as characters or areas in a game.

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Color Signifier

A color used to communicate properties of an element, indicating how it can be interacted with.

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Emphasis

A specific area or object in a composition that draws attention and becomes the focal point.

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Subordination

The process of minimizing other elements to enhance the focus on the focal point.

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Line

A fundamental element of design with length and width, used to create shapes, define contours, and imply direction or movement.

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Line Weight

The rough width of a line, which can range from heavy to light.

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Line Path

The quality of the route a line takes, such as zig-zag, wavy, or jagged.

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Contour Line

A line that defines the outer boundary or edge of a shape.

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Implied Line

A line that is not physically drawn but suggested by elements in the design, such as high-contrast boundaries or organized visual elements.

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Hatching

A technique used for shading or texture by drawing parallel lines close together.

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Cross-Hatching

A technique of shading where two sets of hatching lines intersect at an angle.

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Geometric Shape

Shapes that are mathematically defined and symmetrical, such as circles, squares, and triangles.

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Organic Shape

Shapes that are irregular, rounded, and free-flowing, often seen in nature.

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Symmetrical Balance

A composition where equal visual weight is distributed on both sides of an axis, creating a formal and stable design.

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Asymmetrical Balance

A composition with unequal visual weight on either side, creating a dynamic and energetic feel.

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Radial Balance

A type of balance where elements are arranged around a central point, drawing attention to the center.

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Mosaic Balance

A type of balance with no distinct focal points, resulting in a balanced chaos or equal distribution of elements.

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Reflection Symmetry

Symmetry achieved by reflecting an image across a central axis.

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Rotational Symmetry

Symmetry where elements are arranged around a central point, creating a rotational effect.

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Translational Symmetry

Symmetry achieved through the repetition of elements across space.

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Contour Bias

The tendency of humans to favor smooth, contoured shapes over sharp, angular ones, due to subconscious associations with safety.

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Texture

The perceived quality of a surface, either tactile (actual) or visual (implied), that can influence emotional response.

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Actual Texture

A texture that can be physically felt, such as rough stone or soft fabric.

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Implied Texture

A texture that is visually represented but not physically felt, such as painted fur or digital textures.

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Simulated Texture

A texture that mimics real textures but is created artificially, like painted stone or digital moss.

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Invented Texture

A completely abstract texture, not based on real-world surfaces, such as plaid or houndstooth.

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Repetition

The use of repeated elements in a design to create unity, interest, and structure.

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Pattern

A regular arrangement of repeated motifs or elements in a design.

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Rhythm

A combination of repeated elements with variation, creating a sense of movement or flow.

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Wabi

Transcendental beauty achieved through subtle imperfection, often seen in hand-made goods.

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Sabi

The beauty that comes with time, such as the patina on aged copper or the natural decay of materials.

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Typography

The art of arranging type to make it legible, readable, and visually appealing.

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Visual Hierarchy

The arrangement of elements in a way that indicates their order of importance, guiding the viewer's attention through the design.

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Dominance

The element in a composition that stands out due to its size, color, contrast, or placement, often becoming the focal point.

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Contrast

The difference between elements, such as light vs. dark, rough vs. smooth, or large vs. small.

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Unity

The quality of being consistent and harmonious throughout a design, where all parts work together as a whole.

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Variety

The inclusion of different elements to create interest and avoid monotony, while still maintaining cohesion in the overall design.

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Space

The area around and between elements in a design, which can be used to create a sense of organization and breathing room.

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Positive Space

The area in a design that is filled with objects or elements.

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Negative Space

The empty or unoccupied area around and between elements, which can be used to enhance the overall composition.

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Proximity

The principle of placing related elements close together to signify their connection, creating a cohesive and organized layout.

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Alignment

The arrangement of elements in a line or relationship with one another, providing structure and visual connection.

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Grid System

A framework of intersecting vertical and horizontal lines that helps organize content and ensure a balanced, consistent layout.

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Modular Design

A design approach where elements are broken down into smaller, reusable units or modules for easier management and flexibility.

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Wireframe

A basic, simplified version of a layout used to plan the structure and functionality of a design before detailed elements are added.

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Mockup

A detailed, realistic representation of a design, often showing how it will look when completed, but without functional elements.

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Prototype

A working model of a design that allows for testing functionality and user interaction before final production.

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Iteration

The process of refining and improving a design through repeated cycles of testing, feedback, and modification.

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Affordance

The properties of an object or interface that suggest how it should be used, such as a button that invites clicking.

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Signifier

An indicator or visual cue that helps the user understand how to interact with an element, such as arrows pointing in a direction.

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Feedback

The response or indication that an action has been completed, such as a sound, animation, or visual change, that assures users their input has been processed.

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Usability

The ease with which users can effectively navigate and interact with a system or design.

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Accessibility

The design principle that ensures all users, including those with disabilities, can access and use the product or service effectively.

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User Interface (UI)

The visual elements and interactive controls through which users interact with a system or application.

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User Experience (UX)

The overall experience and satisfaction a user has when interacting with a system, which includes ease of use, efficiency, and emotional response.

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Information Architecture

The organization and structure of content within a design or system to ensure easy navigation and logical flow.

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Interaction Design

The design of interactive elements and processes that facilitate user engagement and ensure smooth, intuitive user actions.

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Visual Design

The practice of creating aesthetically pleasing and effective compositions, focusing on elements like color, typography, and imagery.

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Branding

The development of a unique identity for a product, service, or organization, including logos, colors, and messaging, to differentiate it from competitors.

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Logo

A graphic symbol or wordmark that represents a company, product, or brand, conveying its identity and values.

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Iconography

The use of simplified images or symbols to represent concepts, actions, or objects within a design.

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Infographic

A visual representation of data or information, designed to make complex concepts more understandable through graphics, charts, and diagrams.

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Point Size

The physical dimensions of text, usually measured in desktop publishing points (DPP). A point is 1/72 of an inch, or about 0.353mm.

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DPP (Desktop Publishing Point)

A unit of measurement for font size, equivalent to 1/72 of an inch, or about 0.353mm.

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Line Length

The width of the block in which text is set. Narrow columns are typically quicker to read, whereas wider columns can slow down reading.

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Leading

The vertical space between the baselines (the bottom of each text line) of successive lines of text, also known as line spacing. The recommended range is between 120% and 145%.

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Letter-Spacing

Also referred to as tracking, this is the uniform adjustment to the spacing between all characters in a block of text, affecting its overall density and texture.

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Kerning

The adjustment made to the space between specific pairs of characters to achieve more visually appealing spacing.

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Typeface

A set of related fonts that share common design characteristics, such as serif or sans serif.

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Font

A specific size, weight, and style of a typeface. The terms font and typeface are often used interchangeably today.

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Glyphs

The individual characters or symbols within a typeface. Each glyph represents a specific design element within the font.

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Serif

Small decorative features at the ends of letters. Serifs give fonts a more traditional feel and are thought to improve readability for longer texts.

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Sans Serif

A typeface without the small decorative features (serifs) at the ends of letters. Sans serif fonts are considered modern and are easier to read at small sizes or low resolutions.

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Proportional Typeface

A typeface in which each character has its own width. This is the most common type of font used in body text and is considered more aesthetically pleasing.

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Monospaced Typeface

A typeface where each character occupies the same amount of horizontal space. Monospaced fonts were historically used in early computing and programming.

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Metrics

The measurements that determine the structure of typefaces. Key metrics include the baseline, median, cap height, descender height, and ascender height.

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Baseline

The invisible line on which the text sits. It forms the reference point for measuring the vertical alignment of characters.

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Median

The midline of a typeface, typically where the body of lowercase letters sits in relation to the height of the font.

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Cap Height

The height of uppercase letters from the baseline to the top of the capital letters, excluding any ascenders.

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Descender Height

The portion of a lowercase letter that descends below the baseline (e.g., 'g', 'y').

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Ascender Height

The portion of a lowercase letter that rises above the median line (e.g., 'b', 'd').

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Type designers

People who design typefaces