4.4 APPEAL ACADEMIC VOCABULARY STEWDIOUS
Across
- 4. – The use of color to influence mood and emotional response.
- 8. – Communicating ideas, personality, and emotion through visual elements rather than dialogue.
- 11. – The use of clean, minimal design to improve clarity and understanding.
- 14. – Distinct visual qualities that make a character or design stand out.
- 15. (Color) – The difference between colors to create emphasis and visibility.
- 16. – The ease with which a design can be understood.
- 17. – A reference guide showing a character from multiple angles.
- 18. – Generating the final image or animation from a 3D scene.
- 19. – Applying a 2D texture to a 3D model.
- 21. – The size of an object in relation to its environment or other objects.
- 22. – Qualities that create emotional connection and likability.
- 29. – A sequence of drawings that plan shots and storytelling.
- 30. – Colors like blue and purple that suggest calmness and mystery.
- 31. – The distribution of visual weight in a composition.
- 33. – The use of only necessary visual information to maintain clarity and focus.
- 36. – The ability of a character to connect emotionally with an audience.
- 39. – Guidelines for organizing visual elements (contrast, balance, emphasis, unity, hierarchy).
- 40. – How a model changes shape during movement.
- 41. – The basic components of visual design (shape, color, value, texture, space).
- 43. – Drawing attention to a specific part of a design.
Down
- 1. – Increasing or distorting features to enhance clarity and expression.
- 2. – The structure of a 3D model’s geometry.
- 3. – The surface quality or feel of an object (real or implied).
- 5. – Using light to define form, mood, and focus.
- 6. – Blurring parts of an image to guide focus.
- 7. – A plan for how color is used throughout a story or animation.
- 9. – The animation principle focused on creating characters and visuals that are engaging, believable, and interesting to the audience.
- 10. – The organization of elements so the viewer knows where to look first.
- 12. – Key features (e.g., sword, armor, silhouette) that define and make a character recognizable.
- 13. – Excessive detail that makes a design confusing or hard to read.
- 20. – The relative size relationship between parts of a character or object.
- 23. – The lightness or darkness of a color.
- 24. – The ability of a design to work across multiple mediums such as animation, games, and illustration.
- 25. – Early visual designs that establish the look of a project.
- 26. – Colors like red, orange, and yellow that suggest energy and warmth.
- 27. – The area of a design that draws the most attention.
- 28. – A visually pleasing arrangement of colors.
- 32. – Using color to communicate function or meaning (e.g., enemies vs. allies).
- 34. – The process of creating the visual appearance and personality of a character.
- 35. – An artist who designs, models, and textures characters for video games or animation.
- 37. – Surface detail applied to a 3D model.
- 38. – How easily a character or object can be visually understood.
- 42. – The outline of a character or object that helps define its shape and clarity.