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100 Words Every Game Artist Should Know

July 7, 2026

100 Words Every Game Artist Should Know

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

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