General art terms
The transparency channel of an image or texture. Alpha values range from 0 (fully transparent) to 1 (fully opaque). In game engines, alpha is used for transparent sprites, cutout textures, and fades.
A composition where the two sides of a frame have different visual elements but still feel balanced. More dynamic and interesting than perfect symmetry. Important for level design and UI layout.
The study of how colors interact with each other, including complementary colors, color harmony, and the psychological effects of different colors. A basic understanding is essential for creating readable palettes.
The difference between light and dark values, or between different colors. High contrast makes things stand out; low contrast makes things blend together. Readability depends on sufficient contrast between foreground and background.
The arrangement of elements by importance. A good visual hierarchy guides the viewer's eye to the most important things first. In UI and game design, this is how you show players what matters most.
The empty area around and between the main elements of a design. Also called "white space." Generous negative space makes designs feel clean and intentional; cramped designs feel cluttered and confusing.
The lightness or darkness of a color, independent of its hue. A grayscale image shows only value. Value is more important than color for creating depth and readability — if your values are wrong, changing colors won't fix it.
Pixel art terms
Adding intermediate-colored pixels along the edges of shapes to make them appear smoother. In pixel art, this is done manually, pixel by pixel. Too much anti-aliasing can make sprites look blurry.
Using patterns of different colored pixels to create the illusion of intermediate colors when you have a limited palette. Common patterns include checkerboard, stripes, and noise. At small sizes, dithering can create texture or add visual noise.
The "staircase" effect on diagonal or curved lines in pixel art, where the individual pixels are visible as steps. Usually considered a flaw, but sometimes embraced as part of the style.
A feature in animation tools where previous and/or next frames are shown faintly behind the current frame, helping you see how the motion flows. Essential for smooth animation timing.
The set of colors used in a piece of pixel art (or an entire game). Limited palettes create visual consistency and are a core part of the pixel art aesthetic. Retro consoles had fixed hardware palettes.
A 2D image or animation used in a game, typically representing a character, item, or effect. Sprites can be static or animated, and are usually stored as frames in a sprite sheet.
A single image file containing multiple sprite frames arranged in a grid. More efficient to load and render than individual files. The game engine selects which part of the sheet to display based on the current animation frame.
3D art terms
A texture that stores surface normal information as RGB colors, used to add the illusion of detail to low-poly models. Normal maps make simple geometry look more detailed without increasing polygon count.
A 3D style using a small number of polygons. Low-poly art is fast to make, runs well on low-end hardware, and has a distinctive look. Many indie games use low-poly aesthetics for both practical and stylistic reasons.
A rendering approach that attempts to simulate real-world physical properties of light and materials. PBR workflows use specific texture maps (albedo, metallic, roughness, etc.) to create realistic-looking materials.
The number of polygons (triangles) in a 3D model or scene. Lower polycounts are faster to render. What counts as "low" or "high" poly depends on the platform and era.
A basic geometric shape built into 3D software — cube, sphere, cylinder, plane, torus, etc. Primitives are the building blocks of more complex models and are commonly used as programmer-art placeholders.
The process of unwrapping a 3D model's surface into a 2D coordinate space so that textures can be applied. The "U" and "V" refer to the 2D axes, since XYZ are already used for 3D coordinates.
Technical art & shaders
A small program that runs on the GPU and determines how things are rendered. Shaders control everything from the color of individual pixels to complex post-processing effects. Written in shading languages like GLSL, HLSL, or node-based visual shader editors.
A shader that operates on each vertex (point) of a 3D model. Vertex shaders can move vertices around, which is how you create deformations, waves, or other shape-changing effects.
A shader that determines the color of each pixel (or "fragment") on screen. Used for texturing, lighting calculations, and visual effects. What most people mean when they say "shader."
Effects applied to the entire rendered image after the scene has been drawn. Includes bloom, vignette, color grading, film grain, motion blur, and more. Can dramatically change the look of a game with relatively little effort.
Creating assets (levels, textures, models, music) algorithmically rather than manually. Procedural generation can create infinite variation or fill in details that would be tedious to create by hand. A natural fit for programmers.
The phenomenon where surfaces are more reflective when viewed at grazing angles. Used in shaders to create rim lighting, edge highlights, and "x-ray" vision effects. Named after the French physicist Augustin-Jean Fresnel.
Animation terms
A frame of animation that defines the start or end of a transition. The animator draws keyframes, and the computer fills in the frames in between (tweening). Traditional animation required drawing every frame; keyframe animation is much faster.
One of the 12 basic principles of animation. Objects deform slightly when they move — they squash when they hit something and stretch when they're moving fast. Gives animation weight and flexibility.
Automatically generating the frames between two keyframes. In 2D animation this can be tweening of position, scale, rotation, or color. In 3D it's typically skeletal animation blended between key poses.
A small movement before the main action that prepares the viewer for what's about to happen. A character crouches before jumping, winds up before punching. Makes actions feel more natural and weighty.
UI & design terms
The visual property of an object that tells you how to use it. A button looks like you can press it. A slider looks like you can drag it. Good UI has clear affordances — players shouldn't have to guess what's interactive.
The empty space between elements in a design. Also called negative space. Generous whitespace makes interfaces feel clean, organized, and premium. Cramped interfaces feel cheap and confusing.
The spacing between individual letter pairs. Bad kerning (letters too close or too far apart) makes text look unprofessional. Most modern fonts have good built-in kerning, so you usually don't need to adjust it manually.
The vertical space between lines of text. Too little and text feels cramped and is hard to read. Too much and lines don't feel connected. 1.4-1.6x the font size is generally considered comfortable for body text.
The information displayed on screen during gameplay — health, ammo, score, minimap, etc. A good HUD provides necessary information without obscuring or distracting from the game itself.
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