Character Design
Vis Dev
Animation
Storyboarding
Sound/Music
100

A single line to get the general movement/flow of the character’s pose

Line of action

100

Lines that come together or appear to intersect in a design that isn’t supposed to, ends up being distracting.

Tangents

100

The most common and simple exercise for beginners starting animation.

Bouncing Ball

100

An effect used to create the feeling of realization or instability is a technical use of foreshortening and f-stop adjusting

Dolly-zoom/vertigo effect

100

Altering a natural note can be written in two ways depending on the context of the piece, but mean the same thing.

Flats & Sharps

200

Used to make designs more appealing going hand in hand with shape language. (it’s about size)

Big, Medium, Small

200

Having an object give the illusion of projection/extension in space towards the frame is ___

Foreshortening

200

A quick flash of abstract dual colors/shades for a fraction of a second used to exaggerate objects in motion colliding

Impact frames

200

Moving the focus in between the foreground, middle ground, and/or background elements. Involves blurring elements that aren’t the focus.

Rack focus

200

A method of quieting down a constant sound element in the mixing to give way to important sounds, such as dialogue.

Audio ducking

300

Used to confirm a character’s readability in most scenarios by simplifying the art inside the outlines to one color. This is called Character ___

Character Silhouette
300

 An illustration of fantasy landscape has a control drawing (usually a human) to illustrate the comparison of ___

Size/etc

300

Focusing efforts on complex sequences and less effort on simpler scenes for budget and schedule is referred to as ___

Sakuga

300

The common sequence of shot used in 85% of all content that help tell the story between characters

Shot reverse shot

300

to decrease the contrast between soft and loud frequencies

Compression

400

Designing a character to have a smooth turnaround and 3d friendly for CGI work is making the character ___

Volumetric

400

perspectives used to simulate height/depth, and is often used for panning camera movement 

3-5 point perspectives

400

The average amount of frames to offset animation to appear First before hearing dialogue/sfx.

1-3 frames

400

In reference to reducing confusion in communication about assets/elements on screen, involving the location of the two halves of the screen.

Screen Left/right

400

Sounds recorded to reflect the visuals on screen. Ex, fabric wooshes, footsteps, hits and breaks.

Foley

500

The shadow that isn’t actually real but is used in animation/games/CGI to short hand the illusion of realistic shadows

Ambient Occlusion

500

In color theory, choosing a color and the two adjacent colors of its complementary is the ___

Split complementary

500

Moving a rig’s hands adjusts the forearm and arm substitutions to relocate accordingly is called ____

Inverse Kinetics

500

The method of displaying the next shot continuing the action in the first shot, where the action began. This is used to make sequences flow better and not bore the audience.

Cutting on action

500

Two methods used to make shot transitions flow seamlessly into the next, where the audio or visual starts before the other.

L/j cuts

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