4.4 APPEAL ACADEMIC VOCABULARY STEWDIOUS

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