Games

  1. What is hierarchy

    1. The order in which we notice elements in a composition

  2. Contrast

    1. Can control visual weight

  3. A+B is to A as A is to B

    1. Golden Ratio

  4. Composition are usually more pleasing when there’s an ____ number of things

    1. Odd

  5. The term that describes how your eyes look over/around/parse a composition

    1. Movement

  6. The distance a viewer is viewing a piece and the info (and frequency of info) within

    1. Visuospatial Resonance

    2. Playing on a console vs a pc this matters

  7. Q1: serif

    1. Small decorative features on letters

  8. Q1: relative lightness or darkness of a color is

    1. Value

  9. Q1: Contour Bias is

    1. Tendency to favor smooth, round objects and not sharp pointy things

  10. An approach to animation where you make the frames sequentially instead of keyframes

    1. Straight ahead

  11. Q1: When a human perceives the presence of a full shape

    1. Closure

  12. Principle of animation that says you should use motion to guide the viewer's eye

    1. Staging

  13. When space alternates between 2 different spatial orientations such that things advance or recede is

    1. Ambiguous

  14. Q1: irregular or rounded shapes; not easily mathematically defined

    1. Organic

  15. A point on the horizon where parallel lines meet

    1. Vanishing point

  16. The simplest way to achieve space for a viewer; basic visual ordering

    1. Overlapping

  17. ____ colors appear to come forward/advance

    1. Warm

  18. Space created by the illusion that objects deeper in a scene are viewed through multiple layers of air

    1. Atmospheric Perspective

  19. A game’s viewpoint is made of 2 things ___ and projection

    1. Direction

  20. A lack of perspective and relationship between axes. Think Maya and how objects in the front, side, top views don't get larger or smaller when moved closer/further

    1. Orthographic projection

  21. Rays that aren’t all perpendicular to the viewing plane; viewer sees more or less sides than naturally achievable

    1. Oblique Projection

  22. Cabinet Projection

    1. One side drawn as if directly looking at it and two sides usually at 45 degrees

  23. Most common axonometric projection used in games; where 2 axes are proportionally foreshortened

    1. Dimetric

  24. ____________ space creates an illusion

    1. Physically Impossible

  25. Q1: imaginary box around characters and glyphs is called

    1. Emsquare