Design reference index · 14/27
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Emitter
A component defining where, how, and under what conditions particles are created.
Particle Lifetime
The time between a particle's creation and removal.
Trail
A visual trace left along the path of a moving object or particle.
Flipbook Animation
Representing motion by playing a sequence of image frames.
VFX Graph
A node-based workflow for configuring effect creation, updating, and rendering; specific products have separate entries.
Screen Shake
Briefly shaking the camera or screen to emphasize impact or movement.
Dissolve Effect
Revealing or removing a surface by varying a mask or noise threshold.
Distortion Effect
Representing heat, refraction, or shock waves by altering UV or screen coordinates.
Signed Distance Field
Data representing distance to a boundary together with whether a position is inside or outside it.
Foley
Creating everyday sound effects synchronized to actions, such as footsteps or clothing movement.
Ambience
Background sound establishing a location's ongoing atmosphere and sense of space.
Sound Cue
A sound or set of playback rules associated with a particular event.
Adaptive Music
A music system whose arrangement, intensity, or sections change with gameplay state.
Horizontal Resequencing
Changing the sequence of musical sections according to state.
Vertical Layering
Changing musical intensity by enabling or adjusting instrument or track layers.
Spatial Audio
Audio presentation conveying sound position, direction, and distance.
Audio Attenuation
Reducing volume or frequency content according to distance or environmental conditions.
Audio Occlusion
Representing how obstacles such as walls weaken or alter sound.
Reverb
The persistence and diffusion of reflected sound in a space, or an effect recreating it.
Ducking
Lowering other audio when a higher-priority sound, such as dialogue, is playing.
Audio Bus
A signal path grouping sounds for shared volume, effects, and output management.
Crossfade
A transition reducing one element or signal while increasing another, typically using opacity for visuals or volume for audio.
Audio Loop
An audio segment designed to repeat with its end and beginning connected.
Storyboard
A visual document planning scenes, actions, camera views, and progression shot by shot.
Animatic
A preliminary video adding timing, sound, and simple movement to a storyboard.
Compositing
Combining footage, render passes, and masks into a final image.
Alpha Channel
A channel storing pixel opacity or transparency information.
Chroma Key
A compositing technique separating a subject using a designated background color.
Rotoscoping
Tracing a subject's outline frame by frame to create masks or animation.
Color Grading
Adjusting the color, contrast, and overall tonal character of a scene.
LUT
A table storing mappings from input colors to output colors.
Brand Identity
The intended meaning of a brand and the verbal and visual system expressing it consistently.
Visual Identity
A brand expression system composed of visual elements such as logos, colors, type, and imagery.
Logotype / Wordmark
An identity mark based primarily on the letterforms of a brand name.
Logomark
A symbolic or geometric mark representing a brand independently of its written name.
Brand Lockup
A fixed arrangement defining the positions and proportions of a logo, symbol, and tagline.
Clear Space
Space reserved around a logo to preserve its recognizability.
Brand Guidelines
Documentation specifying permitted and prohibited uses of logos, colors, typography, tone, and related elements.
Tone of Voice
Guidelines for conveying a consistent brand character through wording, vocabulary, and style.
Key Visual
The central image and composition representing a campaign or brand message.
Moodboard
A board of references such as colors, materials, photographs, and shapes communicating a visual direction.
Style Tile
A reference comparing style fragments such as colors, type, buttons, and textures rather than complete screens.
Dieline
A production drawing defining package cut, fold, and glue locations.
Bleed
Printed artwork extended beyond the trim edge to prevent white gaps caused by cutting variation.
Trim Line
A line indicating the final cut boundary of a printed piece.
Safe Area (Print)
An inset area protecting important content from trimming and other production tolerances.
Crop Marks
Marks outside the artwork indicating where it should be cut after printing.
Spot Color
A color printed using a separately specified ink rather than only process-color mixing.
Overprint
A setting that prints a color over underlying ink without removing the lower ink area.
Knockout
Removing the underlying color in the area where another object will be printed.
Trapping
Slightly overlapping adjacent ink areas to compensate for printing registration errors.
Halftone
A printing or graphics technique representing tones through dot size, density, and arrangement.
Emboss / Deboss
Finishing processes that raise or recess a surface to create a tactile form.
Foil Stamping
A finishing process transferring metallic or colored foil to a surface using heat, pressure, or related methods.
Print Proof
A test output or review checking color, content, trim, and finishing before final production.
PPI / DPI
PPI usually describes image-pixel density, while DPI describes output-dot density; they are not interchangeable.
Exhibition Design
Designing visitor experiences by combining exhibits, space, lighting, and information.
Visual Merchandising
Presenting products through merchandise, fixtures, lighting, and signs to support understanding and shopping.
Planogram
A display plan specifying product positions, order, facings, and quantities.
Facing
The product faces visible to customers in a display, or the number of those faces.
Sightline in Space
The visibility relationships among a viewer's position, signs, products, and exhibits.
Circulation
The flow of people entering, moving through, staying in, and leaving a space.
Zoning
Dividing a space by function, such as demonstration, sales, consultation, and storage.
Wayfinding
A system using signs, spatial cues, and naming to help people find destinations.
Signage
An arrangement of signs communicating directions, identity, warnings, or brand information.
Ergonomics
Designing products and environments around human physical and cognitive characteristics.
Anthropometrics
Body-size and reach measurements used to determine product and spatial dimensions.
Reach Envelope
The area a person can reach with their hands or body under specified posture conditions.
Exploded View
A diagram separating parts to show their assembly relationships.
Orthographic Drawing
A drawing projecting form from reference directions without perspective reduction.
Section View
A drawing revealing internal structure through an imaginary cutting plane.
Tolerance
The allowable deviation in manufactured dimensions or form.
CMF
The design of a product's color, material, and surface-finish characteristics together.
DFM
An approach designing form and structure around manufacturing processes, cost, and quality.
Reference Board
A board organizing references with their sources, notable features, and intended use.
Competitive Audit
Research comparing the structure, strengths, and weaknesses of products serving similar user goals.
Design Brief
An initial agreement on goals, audience, problems, scope, constraints, and deliverables.
Design Rationale
The reasoning showing how a design choice fits requirements, evidence, and constraints.
Low-fidelity Prototype
A simple prototype for quickly testing essential structure and flows.
High-fidelity Prototype
A prototype closely approximating the final appearance and interactions for validation.