| No. | Item | Definition |
|---|---|---|
| 1. | albedo | base color without lighting |
| 2. | ambient occlusion | soft shadow in creases |
| 3. | anatomy | structure of the body |
| 4. | anticipation | preparatory motion before action |
| 5. | appeal | attractive and engaging quality |
| 6. | asset | usable art file or element |
| 7. | backlight | light from behind subject |
| 8. | bake | transfer detail into textures |
| 9. | balance | distribution of visual weight |
| 10. | blendshape | stored alternate mesh deformation |
| 11. | blocking | rough early placement of forms |
| 12. | bounce light | reflected light from nearby surfaces |
| 13. | brief | project requirements summary |
| 14. | callout | labeled detail note on art |
| 15. | camera angle | viewpoint direction of the camera |
| 16. | color | hue and visual pigment quality |
| 17. | composition | arrangement of visual elements |
| 18. | concept art | art exploring visual ideas |
| 19. | contrast | difference between visual elements |
| 20. | decal | surface detail texture overlay |
| 21. | depth | sense of distance in space |
| 22. | dithering | patterned dots simulating tones |
| 23. | edge | line between vertices |
| 24. | emissive | self-illuminating surface property |
| 25. | environment | surrounding game world art |
| 26. | face | single polygon surface |
| 27. | fill light | secondary light softening shadows |
| 28. | focal point | main area drawing attention |
| 29. | follow-through | continuing motion after action |
| 30. | foreshortening | visual compression from perspective |
| 31. | form | three-dimensional visual structure |
| 32. | framing | composing what the viewer sees |
| 33. | gesture | expressive movement or pose |
| 34. | gradient | smooth transition between values |
| 35. | grayscale | image using only gray values |
| 36. | hard-surface | rigid mechanical object style |
| 37. | height map | texture storing surface elevation |
| 38. | hierarchy | order of visual importance |
| 39. | horizon | eye-level line in perspective |
| 40. | HUD | on-screen game information display |
| 41. | hue | basic color family |
| 42. | icon | small symbolic graphic |
| 43. | isometric | angled projection with equal scale |
| 44. | iteration | repeated refinement of a design |
| 45. | key light | main light source |
| 46. | keyframe | saved animation pose or value |
| 47. | kitbash | build from premade parts |
| 48. | layer | stacked editable image level |
| 49. | lighting | use of light in art |
| 50. | line | mark defining shape or direction |
| 51. | loop | animation repeating seamlessly |
| 52. | mask | selective visibility control |
| 53. | material | surface property setup |
| 54. | matte painting | painted background environment art |
| 55. | mesh | 3D object polygon structure |
| 56. | metalness | degree of metallic behavior |
| 57. | moodboard | image board for visual direction |
| 58. | negative space | empty area around forms |
| 59. | normal map | texture simulating surface detail |
| 60. | opacity | degree of transparency |
| 61. | optimization | making art run efficiently |
| 62. | orthographic | view without perspective distortion |
| 63. | overlap | one form covering another |
| 64. | palette | chosen set of colors |
| 65. | perspective | depth system for drawing space |
| 66. | pipeline | organized production process |
| 67. | polygon | flat-sided modeling face |
| 68. | pose | position of a character |
| 69. | proportion | size relationship between parts |
| 70. | readability | ease of visual understanding |
| 71. | reference | source material for accuracy |
| 72. | render | finish with detail and shading |
| 73. | retopology | rebuilding cleaner mesh structure |
| 74. | rhythm | repeated visual pattern or flow |
| 75. | rig | skeleton controls for animation |
| 76. | roughness | surface microsurface scatter level |
| 77. | run cycle | repeating run animation sequence |
| 78. | sculpt | shape model like digital clay |
| 79. | shader | program controlling surface appearance |
| 80. | shape | flat enclosed form |
| 81. | silhouette | overall shape seen in outline |
| 82. | sketch | rough preliminary drawing |
| 83. | skin | bind mesh to skeleton |
| 84. | specular | reflected highlight component |
| 85. | sprite | 2D image used in games |
| 86. | texture | surface look or feel |
| 87. | thumbnail | small planning drawing |
| 88. | tileset | matching tiles for level building |
| 89. | timing | speed and spacing of action |
| 90. | topology | arrangement of mesh polygons |
| 91. | turnaround | multi-angle character reference sheet |
| 92. | UI | user interface visuals |
| 93. | UV | texture coordinate layout |
| 94. | value | lightness or darkness |
| 95. | vanishing point | point where parallels converge |
| 96. | vertex | point where edges meet |
| 97. | walk cycle | repeating walk animation sequence |
| 98. | weighting | influence values on deformation |
| 99. | wireframe | mesh shown as edges only |
| 100. | workflow | sequence of production steps |

