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an electronic game that is viewed on the screen
Video Game
the use of game-design features and gaming principles in non-game situations to solve problems using game mechanics
Gamification
the first stage of game development where concepts such as genre, art style, gameplay mechanics, characters, and engine are decided
Planning
the category or type of game
Genre
decision whether the game will use two-dimensional or three-dimensional graphics
2D or 3D
the visual design approach used in the game
Art Style
the rules and systems that define how the game is played
Gameplay Mechanics
main characters and antagonists in the game
Heroes and Villains
the software framework used to develop a video game
Game Engine
phase where the scope is defined and storyboards and prototypes are created
Pre-production
ensure the art style and color palettes match the theme and genre
Artists
implement mechanics, physics, and object processing
Developers
define technical limitations and performance capabilities
Engineers
manage teams, make final decisions, and keep development aligned
Project Leads
develop scripts, characters, and world-building
Writers
longest and most important stage where the game is fully created including coding, modeling, animation, sound, and dialogue
Production
process of checking for bugs, exploits, performance issues, difficulty problems, and script errors
Testing
beta version prepared for public testing
Pre-launch
official release of the game
Launch
stage involving monitoring, bug fixes, updates, DLC, and balancing patches
Post-launch
challenges or obstacles the player must overcome
Conflict
player decisions that affect outcomes or success rate
Strategy and Chance
the visual and overall appeal of the game
Aesthetics
narrative conveyed through visuals and backstory
Theme and Story
individuals in the story
Characters
sequence of events in the story
Plot
conflict that builds excitement in the story
Tension
conclusion of the story
Resolution
items or achievements earned by players
Rewards
group problem-solving method involving spontaneous sharing of ideas
Brainstorming
visual representation of a story shown scene by scene with notes
Storyboarding
animated storyboard used to test timing and flow of scenes
Animatic
quick to produce, helps make changes, saves time and money, useful reference, creates consensus
Uses of Animatic
camera movement that gives the impression of moving closer or farther from the subject
Zoom
horizontal camera movement while staying in place
Pan
vertical camera movement while staying in place
Tilt
camera moves toward or away from subject on a track
Dolly
camera moves sideways along a fixed path
Truck
camera moves vertically up or down relative to subject
Pedestal
introduces the scene and environment
Establishing Shot
shows character and surrounding scenery
Full Shot
shows subject with visible surroundings
Wide Shot
shows subject from head to below chest
Medium Shot
shows subject from mid-chest upward
Medium Close Up
shows subject from head to waist
Medium Wide Shot
subject appears very small within environment
Extreme Wide Shot
focuses closely on subject detail
Close Up Shot
emphasizes small detail like eyes or mouth
Extreme Close Up Shot
camera placed below subject pointing upward
Up Shot
camera placed above subject pointing downward
Down Shot
shot taken behind another character’s shoulder
Over the Shoulder Shot
frame capturing two characters
Two Shot
shows what a character is seeing
Point of View Shot
continuous wide-angle shot capturing entire scene
Master Shot
2D representation of 3D space where distant objects appear smaller
Perspective View
point where parallel lines appear to converge
Vanishing Point
perspective with one vanishing point
One Point Perspective
perspective with two vanishing points
Two Point Perspective
perspective with three vanishing points
Three Point Perspective
perspective introducing curves using multiple vanishing points
Four and Five Point Perspective
perspective with more than two primary vanishing points
Multi-Point Perspective
tracing rough sketch lines with dark ink to make them clearer
Inking
using shadows to create artistic effect
Shadowing
shading using parallel lines
Hatching
shading using intersecting lines
Cross-Hatching
shading following the form of the object
Contour Shading
shading using dots
Stippling
shading using repeated strokes
Back and Forth
shading using loose circular strokes
Scribbling
technique creating illusion of depth or projection
Foreshortening
visual art used to present ideas before final production
Concept Art
circular diagram showing color relationships
Color Wheel
colors opposite each other on the color wheel
Complementary Colors
different shades of one base color
Monochromatic Colors
colors beside each other on the color wheel
Analogous Colors
three evenly spaced colors on the color wheel
Triadic Colors
four evenly spaced colors on the color wheel
Tetradic Colors
two-dimensional bitmap integrated into a larger scene, often used for characters or objects in 2D games
Sprite
grid of smaller images representing animation frames
Sprite Sheet
image made of pixels
Raster Image
line-based image
Vector Image
document that standardizes a character’s appearance and poses
Model Sheet
decorative fabric arranged in folds
Drapery
folds seen when fabric sags between two support points
Diaper Fold
folds formed when fabric wraps around cylindrical shapes
Spiral Fold
folds formed when fabric hangs freely due to gravity
Drop Fold
cylindrical folds commonly seen in dresses and curtains
Pipe Fold
folds formed when fabric bends at joints like knees
Half Lock Fold
alternating folds caused by compression of fabric
Zigzag Fold
folds formed when fabric rests without tension
Inert Fold
principle showing flexibility and weight of objects
Squash and Stretch
preparation movement before main action
Anticipation
presenting an idea clearly in a scene
Staging
two different animation techniques
Straight-Ahead Action and Pose to Pose
parts of the body continue moving after main action stops
Follow Through and Overlapping Action
gradual acceleration and deceleration of movement
Slow In and Slow Out
natural curved movement path
Arc
additional movement supporting main action
Secondary Action
number of frames that determine speed of action
Timing
enhancing actions for more impact
Exaggeration