Terminology

If you’re curious about the terms used in game dev, We got you covered. we compiled a list of Game Dev Teams to ensure you’re always in the loop. This resource decodes the complexities of VFX and game dev jargon, ensuring seamless understanding.

A

A channel that represents the transparency or opacity of a pixel in an image or texture.

A shading technique used to simulate the soft shadows caused by the indirect lighting in a scene.

 

The process of creating and manipulating motion in a game or a scene.

A technique used to smooth out jagged edges and reduce pixelation in images or rendered frames.

A method used to improve the clarity and sharpness of textures when viewed from oblique angles.

Visual distortions or irregularities that occur in a rendered image, often caused by limitations in the rendering process

Any digital element, such as models, textures, or animations, used in a game or VFX production.

Elements that enhance the overall atmosphere or mood of a scene, such as fog, mist, or volumetric lighting.

A technology that overlays digital content onto the real world, blending virtual elements with the physical environment.

 

 

The general, non-directional light that illuminates a scene without any apparent source. 

The indirect light that is reflected onto objects in a scene, contributing to their overall appearance.

The base color or reflectivity of a material or surface, often represented as a texture or shader parameter.

 

 

 

 

 

 

 

Side by side comparison of an Albedo Map and a regular Photo

The effect of light interacting with particles or molecules in the atmosphere, creating phenomena such as haze or color gradients.

 

A lens flare effect that simulates the optical artifacts caused by an anamorphic lens, adding a cinematic look to a scene.

The process of combining a foreground image with a background image based on their alpha values, resulting in transparency effects.

A blending mode used in VFX to combine multiple layers or elements by adding their color values together, creating a cumulative effect.

The distinctive visual direction or aesthetic approach used in a game, encompassing the choice of colors, shapes, textures, and overall visual design.

The magnitude of the maximum disturbance in a waveform.

B

An effect that simulates a narrow, elongated visual element, often representing energy, light, or projectiles traveling in a straight line. Beams can be used for various purposes, such as laser blasts, magical spells, or futuristic weapon effects.

A 2D sprite or texture that always faces the camera, commonly used to represent distant or highly detailed objects, such as trees or billboards.

 

 

Backface is opposite side of a polygon or surface that is not visible from the camera’s viewpoint. Backface culling is a technique used to optimize rendering by discarding the rendering of backfaces.

An effect that creates a halo or glow around bright objects, simulating the way light scatters and blooms in the human eye or camera lens.

 

A visual effect that reduces sharpness or detail, often used to simulate out-of-focus areas or create a dreamy or cinematic look.

A gameplay mechanic or visual effect that slows down time, often accompanied by specific VFX to enhance the perception of slowed motion.

 The indirect lighting effect caused by light bouncing off surfaces, which contributes to the overall illumination of a scene.

A photographic effect that produces aesthetically pleasing out-of-focus areas in an image or scene, often used to enhance depth of field.

The perceived intensity or luminosity of an object or light source, adjustable through parameters to control the overall brightness of a scene.

 The process of combining multiple graphical elements into a single batch to improve rendering performance.

A point in a system where the flow of data is restricted or limited, often affecting overall performance.

C

An effect that simulates the shaking or vibration of the camera to create a sense of impact, chaos, or intensity.

Screen Shake :: Godot 3 Recipes

A visual artifact that causes colors to separate, usually at the edges of objects, creating a rainbow-like distortion effect.

The process of adjusting and enhancing the colors of a rendered image or video to achieve a desired mood or style.

 The process of determining whether two or more objects in a game have collided with each other.

A technique used in games to smoothly transition between different animations, textures, colors, or particle effects, creating seamless and visually appealing transitions.

A 6-sided texture used for environment mapping, which simulates reflections and refractions by projecting the scene onto a cube surrounding the object.

 A tool or interface used to manipulate the curves that control various parameters of elements, such as particle size, color, or movement over time.

A non-interactive sequence in a game that advances the story or provides cinematic elements, often featuring pre-rendered or real-time rendered VFX.

 A process that determines which objects or elements are visible in a scene and should be rendered, optimizing performance by excluding unnecessary or occluded objects.

 A rendering technique that produces a stylized, cartoon-like appearance by applying flat shading or a limited number of shading levels to create a 2D cel animation effect.

A physics-based simulation that simulates the behavior of cloth or fabric, allowing it to move, drape, and interact realistically with other objects or forces in the game world.

 A specialized shader created by developers to achieve specific visual effects or render certain materials in a game, often used to enhance realism or create unique stylized looks.

Design principles focused on maintaining consistent color palettes and shapes throughout a game or project to convey a specific mood or theme.

 

Visual representations created during the initial stages of game development to explore and communicate ideas for characters, environments, and overall aesthetics.

D

An effect that simulates the blurring of objects that are out of focus, creating a sense of depth and directing the player’s attention to the main focal point of the scene.

is a technique used  to control the opacity or transparency of objects based on their distance from the camera or a specified reference point in the scene. It is commonly used to create smooth transitions or effects, such as fading objects as they move further away or gradually revealing or concealing objects based on their proximity to the camera

A texture or image that is applied to a surface or object in a game to add visual details such as dirt, scratches, or logos, often used to enhance realism or convey information.

 An effect that gradually disintegrates or fades away an object or character, often used to depict destruction, transformation, or magical effects.

Is a techniques used in games to simulate realistic lighting conditions, such as changes in brightness, color, or direction, based on the game’s environment or player interactions.

Shadows that are dynamically generated and updated in real-time based on the position and movement of objects and light sources in a game, enhancing realism and adding depth to the scene.

 

A system that allows objects or environments in a game to be realistically damaged, broken apart, or destroyed, often accompanied by VFX such as debris, particles, and explosions.

It is a commonly used term that refers to the alteration or deformation of an image or object to create visual effects. It involves manipulating the pixels or vertices of an element to give it a different appearance or behavior.

The process of planning and creating the overall structure and functionality of a game, including mechanics, levels, and user experience.

A technique used to significantly reduce overdraw by reduce color banding in images by adding a pattern of noise to smooth transitions 

 

 The command to draw an object or element on the screen, typically in the context of graphics programming.

E

The process of generating or emitting particles, light, or other visual elements such as a particle system or light source.

VFX elements that enhance the atmosphere or ambiance of a game’s environment, such as rain, fog, snow, dust, or wind, contributing to immersion and visual realism.

A process that identifies and highlights the boundaries or edges of objects in an image or scene, often used for stylized or outlined effects

A visual effect that adds a glowing or luminous outline around the edges of objects or characters, often used to enhance visibility or highlight important elements

An effect that represents the gradual wearing away or weathering of objects or terrains, commonly used to depict natural processes like water erosion or wind erosion.

The control of the brightness or intensity of an image or scene, often adjusted to simulate different lighting conditions or achieve specific visual effects

 

A tool for creating and simulating realistic fire and fluid effects in game development.

 

The core software framework that powers a game, providing tools and libraries for developers.

 The creation of 3D models, textures, and assets that form the game’s environments

F

A technique used to simulate the behavior of fluids, such as water, lava, or goo, in a realistic or stylized manner, often involving particle-based or grid-based simulations.

The process of breaking or shattering objects into smaller pieces, often used in destruction effects, such as collapsing buildings or breaking apart props.

A transition or effect that gradually changes the opacity or visibility of an object, often used for scene transitions, appearance or disappearance of objects, or fading in/out of UI elements.

A technique where a series of pre-rendered frames or images, known as a flipbook, is played sequentially to simulate an animation, commonly used for 2D effects like explosions or sprites.

 

VFX that cover the entire screen, altering the visual appearance or adding atmospheric elements, such as blurs, distortions, or color grading.

The extent of the observable world seen through a virtual camera in a game, affecting the perceived depth and perspective of the visuals

A texture or map used to control the direction or flow of elements, such as fluids, smoke, or particles, creating more realistic and coherent simulations.

Abbreviation for “Frames Per Second,” which measures the number of individual images or frames rendered and displayed per second, indicating the smoothness and responsiveness of VFX animations and gameplay

 

A program that processes individual fragments (pixels) during the rendering pipeline, contributing to the final color of each pixel.

G

A color mode or image representation that uses shades of gray, ranging from black to white, without any color information, commonly used for various VFX techniques and texture maps. 

A visual or audio artifact that represents a temporary or unexpected distortion or malfunction in a game’s graphics or sound, often used for stylistic or narrative purposes.

The force that pulls objects towards each other, creating a sense of weight and realistic physics simulations, affecting the movement and behavior of particles, debris, and characters

A regularly spaced arrangement of cells or points used in  simulations, often employed for particle systems, fluid dynamics, or environmental effects like rain or sparks.

Grid

A blurring effect that uses a Gaussian distribution to create smooth and gradual transitions between pixels, commonly used for softening or reducing the sharpness of elements.

A bright and intense light effect that creates a halo or streak around a light source, often used to simulate intense sunlight, lens artifacts, or stylized lighting.

Light Sensitivity and Glare with Glaucoma - Glaucoma Associates of Texas

An effect that simulates the movement of air or a powerful wind, often accompanied by swirling particles, debris, or foliage animation

A visual effect that adds a fine texture or noise to an image, often used for filmic or retro effects, simulating the appearance of film grain or analog video artifacts.

A technique used to adjust the brightness and contrast of colors in an image to ensure accurate perception and display on different devices or viewing environments.

[That mythical thing that i can’t even get because it doesn’t exist when i try to buy it]

The hardware component responsible for rendering graphics and executing complex calculations in real-time, playing a crucial role in the performance and quality of game VFX.

A visual effect that adds a soft and radiant illumination to objects, often used for highlighting or emphasizing certain elements.

H

An effect that simulates a thin atmospheric mist or haze, often used to enhance depth perception and create a sense of distance in outdoor environments.

A visual effect that simulates the distortion or waviness of air caused by heat, often seen above hot surfaces or intense fires, creating a realistic heat haze effect.

An effect that represents the visual feedback of a collision or impact, often accompanied by sparks, debris, dust, or other particles to enhance the sense of force or impact.

A rendering technique that captures and displays a wider range of luminance values and color intensities, allowing for more realistic and visually appealing lighting.

An effect that creates the illusion of a three-dimensional, translucent projection, often used to depict futuristic interfaces, communications, or virtual objects within a game.

A visual effect that emphasizes or draws attention to specific areas or features of an object or character, often achieved by adding brighter or more intense lighting to those areas.

Refers to high-resolution graphics or display quality that provides greater visual clarity and detail, often associated with higher pixel counts and improved image quality.

A script or code snippet used to intercept or modify certain game events or functions, allowing VFX artists or developers to customize or enhance specific aspects of the game’s visual effects

A visual style or approach that aims to closely resemble real-world visuals, often achieved through meticulous attention to detail, accurate physics simulations, and high-resolution textures

Houdini FX, a powerful procedural 3D animation and VFX software widely used in the game industry, offering a wide range of tools and capabilities for creating complex VFX systems.

In the context of Houdini, an HDA is a reusable and self-contained node or component that encapsulates specific functionality or effects, allowing artists to create and share complex VFX setups or simulations.

A programming language used to write shaders in the DirectX framework, enabling developers to define how objects and surfaces should be rendered and lit in real-time 3D graphics.

I

An effect that simulates the inward collapse or compression of an object or structure, often used for implosions, black holes, or other collapsing phenomena.

A technique used to efficiently render multiple instances of the same element, such as particles or objects, by reusing the same geometry or texture data, optimizing performance.

The process of generating intermediate values between keyframes or control points in an animation or sequence, creating smooth and fluid transitions or movements.

A technique used in character animation to calculate the movement of limbs or joints based on the desired position of the end effector, improving natural movement and control

The process of lighting a scene or object, involving the placement, intensity, and color of light sources to create desired visual effects and atmosphere.

A perspective or camera angle in which objects are viewed from a fixed, elevated angle, typically 45 degrees, often used in isometric games to display 3D environments with 2D graphics

Visual artwork created for storytelling, often used in games for promotional materials or narrative elements.

 

 

J

A random and rapid variation or shaking effect, often used to create an unstable or glitchy appearance, simulate camera shake, or add visual impact.

A project management and issue tracking tool often used in game development to organize and track tasks, workflows, and bug reporting

In character rigging and animation, a joint refers to a connection point between two or more bones, allowing for realistic movement and deformation of characters.

Short for Joint Photographic Experts Group, JPEG is a widely used image compression format that is often employed for storing textures, sprites, or visual assets in games.

K

A specific frame in an animation sequence that represents a significant point in time, often used to define the start or end position of an object or the timing of an effect.

The branch of mechanics that deals with the motion of objects without considering the forces that cause the motion, often used in character animation to simulate realistic movements and interactions.

A free and open-source digital painting software often used by artists and professionals for creating concept art, textures, and matte paintings, offering a range of tools and features for digital art creation.

An effect that simulates the forceful backward movement of an object or character after being hit or impacted, often accompanied by particles, debris, or physical reactions.

A gameplay feature in which the camera switches to a third-person or spectator perspective to replay the final moments of a player’s demise, often accompanied by VFX and dramatic effects.

A technique used in 3D modeling and VFX where existing assets or elements are combined, modified, and rearranged to create new and unique designs or environments, often used to speed up the asset creation process.

A real-time animation and toolset in Houdini that allows for dynamic and interactive control over character animations, simulations, and effects.

L

An effect that simulates the scattering and reflection of light within a camera lens, often creating a streak or halo of light around bright sources, such as the sun or artificial lights.

A mathematical function used to smoothly interpolate between two values over time, often used for gradual transitions, animations, or blending effects.

A technique used in game development to optimize performance by adjusting the level of detail, models, or textures based on the distance from the camera, reducing complexity when objects are farther away.

A VFX sequence or animation that repeats continuously without interruption, often used for seamless looping backgrounds, particle effects, or environmental animations.

The duration or lifespan of a particle system, indicating how long it remains active or visible in the game world before being destroyed or removed.

The brightness or intensity of light emitted by an element or scene, often used to control the exposure, contrast, or overall visual impact.

Refers to the coordinate system or reference frame specific to an individual object or character in a scene, allowing for independent transformations and movements.

A color mapping technique usedto transform the color values of an image or texture, allowing for color grading, color correction, or artistic effects.

The process of combining multiple elements or layers together to create a final composite image or animation, often involving blending, masking, or transparency effects.

A texture or data representation used to store precomputed lighting information, allowing for realistic and efficient lighting calculations in real-time or baked lighting scenarios.

Refers to models or assets with a relatively low number of polygons or vertices, often used to optimize performance or achieve a specific art style, such as retro or stylized graphics.

A technique used in to capture and store lighting information from the environment, allowing for accurate lighting and reflections on objects and characters.

 The release of a game to the public, making it available for players to experience.

The process of creating the layout, challenges, and overall structure of game levels.

The design and implementation of lighting effects in a game to enhance atmosphere and visual appeal.

M

A visual effect used to simulate the blurring of fast-moving objects or camera movements, adding a sense of speed and smoothness to animations.

A three-dimensional representation of an object or surface in VFX, composed of vertices, edges, and faces, used for defining the shape and structure of 3D models.

 A technique used in VFX to blend or interpolate between motion vectors, which represent the direction and speed of movement, often used for smooth transitions or motion blending between frames or objects.

The visual properties and characteristics assigned to a surface, including attributes such as color, texture, reflectivity, and transparency.

A VFX that simulates the brief burst of light and smoke emitted from the muzzle of a firearm when it is fired, adding visual impact and realism to weapon animations.

A technique used in character animation , where predefined shapes or positions (morph targets) are blended or interpolated to create smooth transitions between different facial expressions or deformations.

are a type of particle system where the individual particles are represented by 3D meshes instead of simple points or sprites. Instead of using basic shapes like points or quads, mesh particles allow you to use complex 3D models as particles, giving you more flexibility and control over the visual appearance of the effects.

The process of recording and translating the movements of actors or objects into digital data, often used to capture realistic and natural animations for characters or creatures.

A technique used in texture mapping , where multiple versions of the same texture are generated at different resolutions to optimize rendering performance and reduce aliasing artifacts.

The process of selectively revealing or hiding specific areas of an element or image based on predetermined criteria, often used for compositing, effects isolation, or controlling visibility.

The process of creating three-dimensional objects or characters , involving the creation and manipulation of vertices, edges, and faces to define the shape and form.

A technique in VFX where soft and organic shapes are represented by combining or merging multiple spherical or blob-like objects, often used for simulating liquids, organic forms, or abstract effects.

 

Used in game development to measure and reference the duration or timing of specific events or effects.

The size or extent of a quantity, often used in physics and mathematics

A variation of material with specific parameter adjustments, often used for creating diverse visual effects.

 

N

A random or pseudo-random pattern used to add variation, texture, or randomness to visual effects such as particle motion, textures, or procedural generation.

A type of texture map used to simulate high-resolution surface details on low-polygon models by encoding surface normals in an RGB color format.

Refers to a visual programming approach in a software where functions, operations, or effects are represented by nodes that are connected to create complex networks and workflows.

A placeholder or empty object used to control or affect other objects or elements without rendering or displaying itself, often used for animation control or parent-child relationships.

The process of scaling or adjusting values to fit within a specific range or to maintain consistency, often used to ensure correct lighting calculations, color values, or physical simulations.

A technique where the vertices of a mesh are displaced or offset based on the information stored in a normal map or other displacement map, allowing for detailed surface variations and geometry changes.

Refers to the Niagara VFX system, a powerful and versatile visual effects editor and simulation framework developed by Epic Games, commonly used in Unreal Engine for creating complex and dynamic particle systems.

A legal contract used in game development to protect confidential or proprietary information, specifying the terms and conditions under which sensitive information must be kept confidential.

O

A parameter or value used to shift or displace a position, texture coordinate, or timing, often used for creating animation offsets or spatial variations.

The degree of transparency or translucency of an object or element, often controlled by an opacity map or alpha channel.

Refers to the process of rendering more pixels or fragments than necessary, often resulting in additional computational workload or wasted resources.

The condition or state where two or more objects, occupy the same space or intersect each other, often used for layering, blending, or stacking effects

The process of improving performance, efficiency, or resource usage, often involving techniques such as reducing polygon count, optimizing shaders, or employing level-of-detail (LOD) systems.

The specific sequence or hierarchy in which operations or effects are applied or calculated, ensuring proper visual results and avoiding undesired artifacts.

A type of projection where objects or scenes are rendered without perspective distortion, often used for 2D elements, UI elements, or certain stylized visuals.

A graphical overlay or interface element that provides information, feedback, or control options directly on the screen during gameplay or content creation.

P

A system used in VFX to simulate and render large numbers of small particles, often used for effects such as fire, smoke, explosions, or magical spells.

A rendering technique that simulates the behavior of light in a physically accurate manner, resulting in more realistic and consistent materials and lighting.

In VFX, “parent” refers to an object or element that serves as the reference or control for other objects or elements, often used for hierarchical transformations or organizing the scene.

Procedural generation is a technique used in game development to algorithmically generate content, such as landscapes, levels, and characters. It creates dynamic and unique experiences, saving time and resources while offering players endless possibilities and a sense of discovery.

 

The simulation of physical forces, interactions, and behaviors, allowing for realistic motion, collisions, gravity, fluid dynamics, cloth simulation, or other physical phenomena.

Physics simulation GIF on GIFER - by Saithidi

A shader program that operates on individual pixels during the rendering process, allowing for per-pixel computations, such as lighting calculations, color adjustments, or custom effects.

The apparent displacement or difference in position of objects when viewed from different angles or perspectives, often used for creating depth, 3D effects, or parallax scrolling.

A popular programming language used in game development for scripting, automation, tool creation, or extending the functionality of a software or engines.

The process of measuring and analyzing the performance or resource usage of an application, often used to identify bottlenecks, optimize code, or improve overall efficiency.

The process of quickly previewing or rendering a sequence or animation for review or testing purposes, often used to assess timing, motion, or overall visual quality.

 

A term often used in VFX to refer to effects related to fire, flames, smoke, or other pyrotechnic elements.

A variable or value that can be adjusted or controlled, often used to define properties, settings, or inputs for effects, shaders, or simulations.

A style of art and graphics that uses low-resolution and often pixelated images or sprites, reminiscent of retro games or limited hardware capabilities.

A popular image editing software used in game development for manipulating, creating, or enhancing textures, images, or graphical assets.

A coordinate system that represents positions using distance and angle values, often used for specific transformations or effects.

A geometric shape with straight sides and flat surfaces, often used as the basic building block of 3D models and meshes.

The initial phase of production that involves planning, concept development, storyboarding, and asset preparation before the actual production phase begins.

The main phase of development that involves creating, assembling, and finalizing assets, effects, animations, and other elements to produce the desired visuals or content.

The application of effects or adjustments to the final rendered image or frame, often used for color grading, depth of field, motion blur, bloom, or other visual enhancements.

The point or axis around which an object or element rotates, scales, or transforms, often used for animation control or hierarchical transformations

Packed textures refer to a technique where multiple textures or texture maps are combined into a single texture, often using a texture atlas or packing algorithm. This helps optimize memory usage and reduces the number of texture lookups during rendering.

A variable that can be adjusted to control aspects of a game or graphical effect.

 The movement of a camera or view within a scene, often used to explore different areas. in termes of textures moving the the textures in UV space 

 The phase of development that follows the main production, focusing on refining and enhancing the game.

The creation and implementation of software code to enable the functionality of a game.

The creation of early, simplified versions of a game to test and refine its core mechanics.

Accordion Content

Q

A quadrilateral, often referred to as a quad, is a polygon with four sides.  quads are commonly used as building blocks for rendering surfaces or as part of mesh geometry.

A gameplay mechanic in interactive media, including games, where players are prompted to press specific buttons or perform certain actions within a short timeframe to progress the game or trigger scripted events.

The process of testing and ensuring the quality, functionality, and performance of a game. QA involves identifying and resolving bugs, issues, or discrepancies to ensure a smooth and polished user experience.

R

A rendering technique that simulates the path of light rays as they interact with objects and surfaces in a scene, allowing for realistic lighting, reflections, and shadows.

A buffer or texture used to store intermediate or final rendering results, such as color, depth, or stencil information. Render targets are used in various stages of the rendering pipeline, including post-processing effects and framebuffers.

The process of creating a skeleton or structure for character models, allowing for animation and deformation. Rigging involves defining joints, control systems, and weight assignments to enable realistic movement and posing.

Refers to a digital setup or control system used to animate characters, objects, or elements. A rig typically includes a hierarchy of bones, joints, and control handles that allow animators to pose and manipulate the rig.

My Works Blog | mrpaween

A property in VFX materials that determines how light scatters or reflects off a surface. Roughness affects the perceived smoothness or roughness of objects and is often used in physically based rendering (PBR) workflows.

A technique in  animation where an object or character’s movement is driven by its root or base position, allowing for more natural and dynamic animations and interactions with the environment.

Refers to processes or systems in VFX that are computed and updated in immediate response to user input or changes, providing interactive and dynamic experiences without noticeable delays.

The bending or change in direction of light as it passes through different mediums or materials, often used to simulate the distortion of objects seen through water, glass, or other transparent surfaces.

The act of rotating an object or element around a specific axis or point, altering its orientation in 2D or 3D space. Rotation is commonly used for animations, camera movements, or transforming objects.

A simulated object that behaves like a solid and maintains its shape, size, and physical properties during interactions and collisions. Rigid bodies are often used for objects with fixed or unchanging deformations.

The process of duplicating or creating multiple instances of an object, particle, often used to create patterns, populate environments, or simulate large-scale phenomena.

The process of generating the final 2D or 3D images or frames from a scene or model . Rendering involves calculations of lighting, shading, textures, and other visual effects to produce the desired output.

A technique  where rays are cast into a scene and iteratively stepped through a volume or surface to determine intersection points. Raymarching is commonly used for rendering volumetric effects like clouds, smoke, or fluids.

 An acronym for Red, Green, Blue, and Alpha, which are the color channels used to represent and manipulate color information. The alpha channel represents transparency or opacity.

 A texture used as a destination for rendering, often for special effects or off-screen rendering.

 A visual effect resembling a ribbon or trail left by moving objects.

S

 A program or script used to define the appearance and behavior of materials, surfaces, or objects. Shaders control various visual properties such as color, texture mapping, lighting, transparency, and special effects.

 

Tools that allow developers to create and modify shaders or materials graphically.

The process of replicating real-world phenomena or behaviors in a virtual environment in VFX. Simulations can include physics simulations (such as rigid bodies, pyro, cloth, or fluid dynamics), particle systems, weather effects, and more.

A 2D image or texture used to represent objects, characters, or effects. Sprites are often used in 2D games or as elements in particle systems to create visual effects like explosions, sparks, or fire.

A random value or input used to initialize or control procedural generation algorithms or simulations. Seeds are used to ensure consistent and replicable results.

A technique where animations are driven by manipulating a character or object’s underlying skeletal structure. Skeletal animations use a hierarchy of interconnected bones or joints to control the movement and deformation of characters.

A term that refers to the highlight or reflection of light on a surface. Specular highlights are often used to simulate shiny or reflective materials and can vary in intensity, color, and shape.

A set of instructions or code written in a programming language to define specific behaviors or actions. Scripts can control various aspects of a game or VFX application, such as character behavior, event triggers, or gameplay mechanics.

A rendering technique that simulates the behavior of light as it passes through translucent materials, such as skin, leaves, or wax. Subsurface scattering creates a more realistic appearance by accounting for light scattering beneath the surface

Refers to calculations and effects performed within the visible area of the screen. Screen space techniques are often used for effects like depth of field, motion blur, ambient occlusion, and reflections.

An abbreviation for the sine function, a mathematical operation commonly to generate smooth oscillating or wave-like motions or effects.

A technique where a textured cube or sphere is used to create the appearance of a background or sky in a 3D scene. Skyboxes are commonly used to provide a sense of depth and environmental context.

A visual property that refers to the intensity or purity of a color. Adjusting saturation can result in more vibrant or muted color appearances.

A single image or texture that contains multiple frames or variations of a sprite or animation sequence. Sprite sheets are used in VFX to efficiently store and animate 2D elements, such as character animations or particle effects.

Refers to a visual art style or approach that emphasizes a particular artistic or aesthetic direction, often deviating from strict realism. Stylized can include exaggerated proportions, bold colors, unique textures, or unconventional designs.

The process of defining the appearance of surfaces. Shading involves assigning properties such as color, texture, reflectivity, transparency, and illumination to surfaces or objects to create realistic or stylized visual effects.

Refers to the size or proportion of objects, environments, or effects. Scale is an important consideration in creating believable scenes and ensuring proper visual relationships between different elements.

The process of creating or selecting audio elements, such as music, sound effects, or voiceovers, to enhance the immersive experience of a game. Sound design contributes to the overall atmosphere, mood, and storytelling.

In game engines, splines are used to define paths or trajectories for objects or entities in a game. They are commonly employed to create character animations, camera movements, or vehicle paths. Game developers use splines to define curves or paths that guide the movement of characters or objects, providing smooth and controlled animations. Splines help create dynamic and engaging gameplay experiences by allowing objects to follow predefined paths or curves.

 In visual effects (VFX), splines are used to define the motion or shape of objects or particle systems. They provide a flexible way to create smooth and natural movements or curves in animations. VFX artists use splines to define paths for particle systems, create dynamic camera movements, or shape visual effects like trails or smoke. Splines help achieve realistic and visually appealing motion and allow for precise control over the animation.

A function or operation that limits or clamps a value within a specific range, often used to prevent color values from exceeding the maximum or minimum limits.

A particle system in Unity used for creating various visual effects.

A style that blends realistic and stylized elements in-game art.

A lighting setup that uses six different light sources to achieve realistic and detailed lighting in a scene.

A technique for creating dynamic and flexible geometry by defining a path for a mesh to follow.

3D models that do not have any animations and remain fixed in place.

A software tool used for creating procedural textures and materials.

T

 A 2D image or data used to define the appearance of surfaces or objects. Textures can contain color information, patterns, details, or other visual properties that enhance the realism or style of a game.

The visual property  that allows objects or surfaces to be partially or fully see-through. Transparency is often used to create effects like glass, water, or fog.

The process of seamlessly repeating or tiling textures, patterns, or materials. Tiling allows for efficient use of texture resources and enables the creation of larger or more complex surfaces.

The gradual change or blending between two different states, effects, or animations. Transitions are often used to create smooth and visually appealing changes between scenes, levels, or gameplay elements.

effects that change or evolve over time. These effects can include animations, particle systems, simulations, and dynamic behaviors that are influenced by the passage of time.

A rendering technique that increases the geometric detail of a mesh by subdividing its surfaces into smaller triangles or polygons. Tessellation is used to enhance the visual quality of objects and surfaces with more detailed geometry.

A technique that adjusts the dynamic range of an image or scene to display it on devices with limited color or brightness capabilities. Tone mapping ensures that details are preserved and the overall appearance remains visually pleasing.

An event or condition that initiates or activates a specific action or effect. Triggers can be used to control animations, particle emissions, sound effects, or other interactive elements in response to player input or game events.

The process of changing the position, orientation, scale, or other properties of objects. Transformations are used to animate objects, create motion, or manipulate the appearance of assets.

The arrangement and connectivity of vertices, edges, and faces in a mesh. Topology affects the overall shape, structure, and deformation characteristics of 3D objects.

The natural landscape or ground surface. Terrains can be created using heightmaps, procedural algorithms, or by sculpting and painting terrain features to simulate various environments.

A small-sized image or preview used to represent a larger asset, such as textures, materials, or animations. Thumbnails provide a quick visual reference and aid in asset organization and selection.

The process of analyzing and matching the movement of objects or elements to real-world footage or reference data. Tracking is used to integrate CG elements seamlessly into live-action footage or to generate accurate camera or object motion. 

 

The process of applying a color cast or modifying the color balance of an image or texture. Tinting is often used to create specific moods, atmosphere, or stylistic effects.

A file format commonly used for storing images, textures, and other graphic assets in game development. TGA files support various color depths and alpha channels.

A role in game development that combines artistic and technical skills to create and implement visual assets, shaders, tools, and pipelines for games.

A controlled and isolated environment in VFX where developers can evaluate and iterate on specific features, effects, or mechanics before integrating them into the final game or project.

Tagged Image File Format. A file format commonly used for storing high-quality images and textures in game development. TIFF files support lossless compression and can contain multiple layers and color channels.

Short for “texture element.” It refers to the smallest unit or pixel in a texture. Texels contain color information that is used to map onto 3D objects, surfaces, or polygons.

https://3dtotal.com/tutorials/t/texel-density-for-game-art-tim-diaz-udk-bricks-3ds-max-unreal-tutorial-environment

Software applications, scripts, or utilities used by artists and developers to create, edit, and manipulate assets, effects, or game content. Tools facilitate the workflow and efficiency of production.

The process of balancing different aspects or factors in VFX, such as visual quality, performance, memory usage, or development time. Trade-offs involve making decisions and compromises to achieve the desired outcome within project constraints.

A visual effect that creates a trail or streak of particles or geometry following the movement of an object. Trails are often used to depict fast motion, projectiles, or lingering effects.

A grayscale texture or mask used to define the transparency or alpha values of a corresponding color texture or image. Transparency masks allow for precise control over which areas of an asset are transparent or opaque.

A grayscale image or texture used to define threshold values for various effects, such as alpha masking, blending, or transitions. Threshold maps determine which areas are affected by specific operations based on their grayscale values.

The precise control and synchronization of visual effects, animations, and gameplay events. Timing is crucial for creating smooth and responsive experiences in games.

The specific hardware or platform for which a game or project is developed and optimized. Target platforms can include consoles, PCs, mobile devices, or virtual reality platforms.

A technique where multiple smaller textures are combined into a larger texture sheet to reduce draw calls and improve performance. Texture atlases are commonly used for optimizing the rendering of objects with multiple materials or textures.

A vector that defines the orientation or direction of a surface or mesh. Tangents are used in shading calculations, normal mapping, and other operations that require surface orientation information.

U

The graphical elements and controls displayed on the screen that allow players to interact with the game. UI can include menus, buttons, HUD (Heads-Up Display), and other visual elements.

The process of assigning 2D texture coordinates to the vertices of a 3D mesh in VFX. UV mapping enables the mapping of textures and materials onto the surface of 3D objects accurately.

A shader or material that doesn’t consider lighting calculations and displays colors or textures without any influence from light sources. Unlit materials are often used for UI elements, special effects, or specific art styles.

A popular game engine developed by Epic Games that provides a suite of tools and features for creating interactive experiences. Unreal Engine offers a visual scripting system, advanced rendering capabilities, and extensive content creation tools.

The process of refreshing or modifying the state of objects, variables, or parameters. Updates can include changes to particle positions, animation states, material properties, or any other dynamic aspect of the game world.

The process of increasing the resolution or quality of an image, texture, or frame. Upsampling is often used to enhance visual fidelity, reduce aliasing, or improve the level of detail in rendered images.

The distortion or stretching of UV coordinates, typically caused by non-uniform scaling, deformation, or complex geometry. UV distortion can affect the appearance and mapping accuracy of textures on 3D objects.

Another popular game engine widely used in the industry for creating games and interactive experiences. Unity provides a comprehensive set of tools and features for VFX creation, including a visual scripting system, physics simulation, and asset management.

The 2D coordinates assigned to each vertex of a 3D mesh that determine how textures are mapped onto the surface. UV coordinates provide the mapping information required to accurately apply textures and materials to objects.

The process of creating a 2D representation of a 3D mesh by flattening its surfaces onto a 2D plane. UV unwrapping allows for precise texture mapping by providing a visual template for texturing artists

The input, opinions, and observations provided by players or users of a game. User feedback is valuable for improving the gameplay experience, identifying issues, and refining elements based on player preferences.

The creation of user interface (UI) and user experience (UX) elements in a game.

V

The creation and implementation of visual elements in games to enhance the player’s experience. VFX includes various effects such as explosions, fire, smoke, water, particle systems, lighting effects, and more.

A proprietary shading and scripting language used in Houdini, a popular 3D animation and VFX software. VEX allows for complex procedural effects, custom shader creation, and efficient computation in pipelines.

A point in 3D space that defines the position of a corner or intersection of geometric shapes or polygons. Vertices collectively form the geometry of objects and are used for calculations like shading, deformation, and animation.

A mathematical representation of a magnitude and direction. Vectors are commonly used to describe positions, movements, forces, velocities, and other physical quantities in games.

A 3D region or space that represents a quantity or property, such as density, fog, or particle distribution. Volumetric effects are used to create atmospheric and immersive visuals, including volumetric lighting and clouds.

The graphical display area in a game engine or 3D software where artists and developers can view and manipulate the scene or assets. The viewport provides real-time feedback on the changes made to objects, materials, and VFX.

A technique where the position, orientation, or other attributes of individual vertices are animated to create dynamic and deformable surfaces without relying on skeletal animation. Vertex animation can be used for cloth simulation, fluid effects, or organic deformations.

The property of an object, particle, or effect being visible or invisible in the game world. Visibility can be controlled based on factors such as distance, occlusion, alpha values, or custom conditions.

A virtual representation of a camera in a game engine used to define the perspective and view of the player or the in-game cinematic sequences. Virtual cameras allow for controlling the framing, movement, and other parameters of the camera.

The speed and direction of an object’s motion. Velocity is often used to calculate the movement of particles, simulate physical forces, determine collision responses, or create realistic motion blur effects.

A visual effect applied to the edges or corners of the screen  that darkens or fades the image. Vignettes are commonly used to enhance focus, draw attention, or evoke a specific mood or style.

 

A method of creating gameplay mechanics, logic, using a visual interface or node-based system instead of traditional programming. Visual scripting allows artists and designers to create interactive experiences without extensive coding knowledge.

A texture type that stores 3D volumetric data instead of traditional 2D images. Volume textures are used for representing complex effects such as clouds, smoke, fire, or procedural terrains.

A spatial grid or texture that stores vector values at each point in the grid. Vectorfields are used to influence particle motion, simulate fluid dynamics, or define directional forces and effects.

Color information assigned to individual vertices of a 3D mesh. Vertex colors can be used for various purposes, such as shading, blending, or custom effects based on per-vertex attributes.

A type of shader that operates on individual vertices of a 3D model, allowing for manipulation of their properties such as position, normal, or color. Vertex shaders are essential for transforming and animating geometry.

Referring to effects or techniques that represent or simulate a volume or three-dimensional space. Volumetric effects are commonly used for atmospheric rendering, clouds, fog, and other visually immersive elements.

A volumetric pixel or volumetric element. Voxels are used to represent three-dimensional data, such as volumetric textures or grids used for effects like voxel-based fluid simulation, terrain representation, or dynamic destruction.

Volume, Core Concepts in Houdini — Blue Bubble Bursting Pins

An immersive technology that creates a simulated environment or experience, typically through the use of head-mounted displays (HMDs) and interactive devices. VR allows players to perceive and interact with a virtual world.

A technique that animates geometry by storing animation data in textures.

A visual effects graph in Unity used for creating complex and dynamic visual effects.

A technique that modifies the position of vertices in a 3D model to create animated effects.

Interpolating values from fragment to vertex shader for significant performance boost.

The process of assigning colors to vertices in a 3D model to control various visual aspects.

A small, representative section of a game that demonstrates its core mechanics and features.

W

The distance between consecutive peaks or troughs of a wave. Wavelength is a property of light and is important for color perception and light-based effects.

A natural or artificial cascade of water. Waterfall effects are used to simulate flowing water, splashes, and other water-related phenomena in games.

A graphical representation of the amplitude or intensity of a wave over time. Waveforms are commonly used for audio visualization, procedural animations, and waveform-driven effects.

A simulated airflow or breeze. Wind effects are used to animate vegetation, flags, cloth, or other objects that respond to wind forces in the game environment.

A visual representation of a 3D object or scene using only lines or edges, without filled polygons or textures, Wireframe views are commonly used for debugging, modeling, and showcasing the underlying geometry.

The coordinate system that represents the global or absolute position and orientation of objects. World space is used to define the relationship between objects and the overall game world.

A texture sampling mode that determines how UV coordinates outside the texture’s range are handled. Wrap modes include options like repeat, clamp, mirror, and border, affecting how textures are tiled or stretched.

Wrinkle maps are commonly used in facial animation or cloth simulation to add realism to deformations.

X

A markup language commonly used for structuring and organizing data in game development, including information such as configuration files, asset descriptions, or scene layouts.

Referring to the Xbox gaming platform developed by Microsoft. While not directly related to VFX, the Xbox platform is commonly used for game development and may involve VFX implementation for visual enhancements on the console.

The horizontal axis in a 3D coordinate system. In game , the X-axis is typically used to represent the left-to-right or side-to-side direction in a game world. It is one of the primary axes used for positioning and transforming objects and effects.

Y

The vertical axis in a 2D or 3D coordinate system. It represents the vertical direction in a game world and is often used for positioning, scaling, or animating objects along the vertical axis.

Z

 A visual artifact that occurs when two or more polygons or surfaces in a 3D scene share the same depth value, causing flickering or shimmering when rendered. Z-fighting can be minimized by adjusting the depth precision, using techniques like depth bias or using other rendering approaches.

A buffer or image that stores depth information for each pixel in a rendered scene. The Z-buffer is used to determine the visibility and occlusion of objects in the scene, enabling correct rendering of objects based on their depth values.

The depth or forward/backward axis in a 3D coordinate system. It represents the depth or distance from the viewer’s perspective and is used for positioning, scaling, or animating objects in the game world.

Game Dev / VFX Terminology​

Scroll to Top