Appendix:Glossary (Production): Difference between revisions

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(Undo revision 3876392 by Lewtwo (talk) Please do not revert everything.)
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BANK animation, typically just referred to as '''BANK''', is an instance of partial or wholesale animation re-use in a 2D animated production, whether that be direct re-use of the original animation, or by tracing existing animation to be used again.<ref name=SakugaBooruTags>[https://sakugabooru.com/wiki/show?title=tag_guidelines Reference to the tags of SakugaBooru, which is the home for highly praised animation within the Japanese industry. Each tag is used to define something specific within an upload to the site, and all having an explanation on this page.]</ref> For instance, [[Z-Moves#In the anime|Z-Moves]] that are used in the anime will often look identical upon being used again, due to the complexity of the motion and camerawork involved. Occasionally, BANK animation is made a little less obvious, as it can also be used to describe the re-use of animation between different Pokémon, characters and scenes than the original animation was used for.
BANK animation, typically just referred to as '''BANK''', is an instance of partial or wholesale animation re-use in a 2D animated production, whether that be direct re-use of the original animation, or by tracing existing animation to be used again.<ref name=SakugaBooruTags>[https://sakugabooru.com/wiki/show?title=tag_guidelines Reference to the tags of SakugaBooru, which is the home for highly praised animation within the Japanese industry. Each tag is used to define something specific within an upload to the site, and all having an explanation on this page.]</ref> For instance, [[Z-Moves#In the anime|Z-Moves]] that are used in the anime will often look identical upon being used again, due to the complexity of the motion and camerawork involved. Occasionally, BANK animation is made a little less obvious, as it can also be used to describe the re-use of animation between different Pokémon, characters and scenes than the original animation was used for.


{| style="margin:auto; text-align:center; {{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%"
{| style="margin:auto; text-align:center; {{roundy|20px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%"
|-
|-
| style="{{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:Harley Cacturne.png|x250px]]
| style="{{roundy|20px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:Harley Cacturne.png|x200px]]
| style="{{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:BANK Animation example.png|x250px]]
| style="{{roundy|20px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:BANK Animation example.png|x200px]]
|-
|-
| From [[AG103]]
| {{color2|000|AG103}}
| BANK in [[AG121]]
| BANK in {{color2|000|AG121}}
|}
|}


Very rarely, whole content may majorly comprised of BANK animation, such as "recap episodes" (often produced to save time and put the project further ahead of schedule) or, in the instance of [[M14]], is due to the choice to split one movie into two similar ones.
Very rarely, whole content may majorly comprised of BANK animation, such as "recap episodes" (often produced to save time and put the project further ahead of schedule) or, in the instance of [[M14]], is due to the choice to split one movie into two similar ones.


{| style="margin:auto; text-align:center; {{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%"
{| style="margin:auto; text-align:center; {{roundy|20px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%"
|-
|-
| style="{{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:BANK Animation Example M14 Black.png|x250px]]
| style="{{roundy|20px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:BANK Animation Example M14 Black.png|x200px]]
| style="{{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:BANK Animation Example M14 White.png|x250px]]
| style="{{roundy|20px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:BANK Animation Example M14 White.png|x200px]]
|-
|-
| [[M14]]'s Opening <br>(Black)
| {{color2|000|M14}}'s opening<br>(Black)
| [[M14]]'s Opening <br>(White)
| {{color2|000|M14}}'s opening<br>(White)
|}
|}
{{-}}


==Genga==
==Genga==
[[File:HZ Genga E015.jpg|thumb|250px|Genga from [[HZ015|Episode 15]] of [[Pokémon Horizons]] by [[Masaaki Iwane]]<ref name=IwaneSoloAnimate>[https://web.archive.org/web/20230905123110/https://fullfrontal.moe/nakano/ Interview with Satoshi Nakano explaining that Iwane is still a solo-animator.]</ref>]]
[[File:HZ Genga E015.jpg|thumb|250px|Genga from [[HZ015]] by [[Masaaki Iwane]]<ref name=IwaneSoloAnimate>[https://web.archive.org/web/20230905123110/https://fullfrontal.moe/nakano/ Interview with Satoshi Nakano explaining that Iwane is still a solo-animator.]</ref>]]
'''Genga''', (Japanese: '''原画''' lit. ''"original pictures"'') is a term used to describe the Key Animation drawings used in 2D animation, which take place after the layout phase.<ref name=SakugaBlog></ref> They are the moments that define the motion within a cut of animation drawn by the Key Animator, and are often corrected by those higher up on the production team, such as Animation Directors, (also referred to as Animation Supervisors) Chief Animation Directors, or Character Designers.<ref name=SakugaBooruTags></ref> They are then traced by '''in-between''' (Japanese: '''原画''' ''douga'') artists, who also draw the missing frames following the notes left by the Key Animator for timing and frame-pacing.
'''Genga''', (Japanese: '''原画''' lit. ''"original pictures"'') is a term used to describe the Key Animation drawings used in 2D animation, which take place after the layout phase.<ref name=SakugaBlog></ref> They are the moments that define the motion within a cut of animation drawn by the Key Animator, and are often corrected by those higher up on the production team, such as Animation Directors, (also referred to as Animation Supervisors) Chief Animation Directors, or Character Designers.<ref name=SakugaBooruTags></ref> They are then traced by '''in-between''' (Japanese: '''原画''' ''douga'') artists, who also draw the missing frames following the notes left by the Key Animator for timing and frame-pacing.


Occasionally, this production material is released officially, and in some instances, by staff on the series after their work has been completed.  
Occasionally, this production material is released officially, and in some instances, by staff on the series after their work has been completed.  


''A list of Genga uploaded to Bulbapedia can be found [[a:Category:Genga|here.]]''
''A list of Genga uploaded to Bulbapedia can be found [[a:Category:Genga|here]].''
{{-}}
{{-}}


==Layouts==
==Layouts==
A '''Layout''' is a term for the immediate next step of the animation process following a storyboard.<ref name=SakugaBlog></ref><ref name=SakugaBooruTags></ref> Now that a cut or scene has been planned out, it is up to the job of an animator to create a layout that acts as the skeleton of the scene, for artists to follow when further down in the production line. These often feature more intense detail, depth and perspective than the initial storyboard. When compiled, layouts are often animated with rudimentary motion of specific parts in order to aid animators in the next immediate step.<ref name=SakugaBooruTagLayout>[https://sakugabooru.com/post?tags=layout+ SakugaBooru tag showing various layouts drawn by animation staff.]</ref>
A '''layout''' is a term for the immediate next step of the animation process following a storyboard.<ref name=SakugaBlog></ref><ref name=SakugaBooruTags></ref> Now that a cut or scene has been planned out, it is up to the job of an animator to create a layout that acts as the skeleton of the scene, for artists to follow when further down in the production line. These often feature more intense detail, depth and perspective than the initial storyboard. When compiled, layouts are often animated with rudimentary motion of specific parts in order to aid animators in the next immediate step.<ref name=SakugaBooruTagLayout>[https://sakugabooru.com/post?tags=layout+ SakugaBooru tag showing various layouts drawn by animation staff.]</ref>


Additionally, the context of what defines a layout may change depending on where the production is held. For instance, western artists may refer to layouts and storyboards interchangeably, including use of the term '''animatic.'''
Additionally, the context of what defines a layout may change depending on where the production is held. For instance, western artists may refer to layouts and storyboards interchangeably, including use of the term '''animatic.'''


{| style="margin:auto; text-align:center; {{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%"
{| style="margin:auto; text-align:center; {{roundy|20px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%"
|-
|-
| style="{{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:PE06 Layout.png|x250px]]
| style="{{roundy|20px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:PE06 Layout.png|x200px]]
|-
|-
| Layout from [[PE06|The Wish]]
| Layout from {{color2|000|PE06}}
|}
|}
{{-}}


==Sakuga==
==Sakuga==
Line 55: Line 53:
Often, the settei officially released by [[The Pokémon Company]] in various art books are slightly different than the original settei, as can be seen below with [[Hapu]] from [[Pokémon Sun and Moon]].
Often, the settei officially released by [[The Pokémon Company]] in various art books are slightly different than the original settei, as can be seen below with [[Hapu]] from [[Pokémon Sun and Moon]].


{| style="margin:auto; text-align:center; {{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%"
{| style="margin:auto; text-align:center; {{roundy|20px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%"
|-
|-
| style="{{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:Hapu concept art.png|x250px]]
| style="{{roundy|20px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:Hapu concept art.png|x250px]]
| style="{{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:Hapu concept art USUM Art Book.jpg|x250px]]
| style="{{roundy|20px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:Hapu concept art USUM Art Book.jpg|x250px]]
|-
|-
| SM Artbook
| Sun and Moon Artbook
| USUM Artbook
| Ultra Sun and Ultra Moon Artbook
|}
|}


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* '''<span style="color:#000000; background:#fffdbc">Yellow</span> Fills''' denote areas that serve as highlights.
* '''<span style="color:#000000; background:#fffdbc">Yellow</span> Fills''' denote areas that serve as highlights.


{| style="margin:auto; text-align:center; {{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%"
{| style="margin:auto; text-align:center; {{roundy|20px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%"
|-
|-
| style="{{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:M12 Arceus Settei Comparison.png|x300px]]
| style="{{roundy|20px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:M12 Arceus Settei Comparison.png|x200px]]
| style="{{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:Iono anime expression sheet.png|x300px]]
| style="{{roundy|20px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:Iono anime expression sheet.png|x200px]]
|-
|-
| A comparison of two poses from different settei sheets of Arceus from [[M12]]<br>to best illustrate the purpose of differently colored lines and filled areas.
| A comparison of two poses from different settei sheets of Arceus from {{color2|000|M12}}<br>to best illustrate the purpose of differently colored lines and filled areas
| [[Iono]]'s settei from [[Pokémon Horizons]]
| {{color2|000|Iono}}'s settei from ''{{color2|000|Pokémon Horizons: The Series}}''
|}
|}
{{-}}


==Sprites==
==Sprites==
A '''sprite''' is a two-dimensional bitmap image in a game that is part of an otherwise larger scene. Regarding Pokémon, the term '''sprite''' was often equated with pixel-art until the release of [[Pokémon X and Y]], where the series made a transition to full 3D. Nevertheless, '''sprites''' persist in the games to this day, usually in the form of UI objects or other two-dimensional game assets. An asset is still considered a '''sprite''' even if it is a 2D interpretation of a 3D model, so long as the asset itself is two-dimensional.
A '''sprite''' is a two-dimensional bitmap image in a game that is part of an otherwise larger scene. Regarding Pokémon, the term '''sprite''' was often equated with pixel-art until the release of [[Pokémon X and Y]], where the series made a transition to full 3D. Nevertheless, sprites persist in the games to this day, usually in the form of UI objects or other two-dimensional game assets. An asset is still considered a sprite even if it is a 2D interpretation of a 3D model, so long as the asset itself is two-dimensional.


{| border=1 width="100%" class="sortable roundy" style="margin:auto; background: #FFF; border:3px solid #49392f; border-collapse:collapse; text-align:center"
{| border=1 width="100%" class="sortable roundy" style="margin:auto; background: #FFF; border:3px solid #49392f; border-collapse:collapse; text-align:center"
Line 96: Line 93:
| style="{{roundy|2px}} border:2px solid #{{dark color dark}}; background:#{{ghost color}}" | [[File:Grudge VII.png|x150px]]
| style="{{roundy|2px}} border:2px solid #{{dark color dark}}; background:#{{ghost color}}" | [[File:Grudge VII.png|x150px]]
|-  style="background-color: #{{white color}}"
|-  style="background-color: #{{white color}}"
| {{p|Spiritomb}}'s '''sprite''' from<br>[[Pokémon Black and White|Black and White]]
| {{pcolor|Spiritomb|000}}'s sprite from<br>{{color2|000|Pokémon Black and White Versions|Black and White}}
| {{p|Spiritomb}}'s menu '''sprite''' from<br>[[Pokémon Sword and Shield|Sword and Shield]]
| {{pcolor|Spiritomb|000}}'s menu sprite from<br>{{color2|000|Pokémon Sword and Shield|Sword and Shield}}
| {{p|Spiritomb}}'s [[Pokédex]] '''sprite''' from<br>[[Pokémon Legends: Arceus|Legends: Arceus]]
| {{pcolor|Spiritomb|000}}'s {{color2|000|Pokédex}} sprite from<br>{{color2|000|Pokémon Legends: Arceus|Legends: Arceus}}
| {{p|Spiritomb}}'s '''sprite''' from<br>[[Pokémon HOME|HOME]]
| {{pcolor|Spiritomb|000}}'s sprite from<br>{{color2|000|Pokémon HOME|HOME}}
| {{p|Spiritomb}}'s '''model''' from<br>[[Pokémon Sun and Moon|Sun and Moon]]
| {{pcolor|Spiritomb|000}}'s model from<br>{{color2|000|Pokémon Sun and Moon|Sun and Moon}}
| {{p|Spiritomb}}'s '''artwork''' from<br>[[Pokémon Diamond and Pearl|Diamond and Pearl]]
| {{pcolor|Spiritomb|000}}'s artwork from<br>{{color2|000|Pokémon Diamond and Pearl Versions|Diamond and Pearl}}
| A '''screenshot''' of {{p|Spiritomb}} using [[Grudge]] in<br>[[Pokémon Sun and Moon|Sun and Moon]]
| A screenshot of {{pcolor|Spiritomb|000}} using {{mcolor|Grudge|000}} in<br>{{color2|000|Pokémon Sun and Moon|Sun and Moon}}
|-
|-
|{{yes}}
|{{yes}}
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|{{no}}
|{{no}}
|}
|}
{{-}}


==Storyboards==
==Storyboards==
[[File:Evolutions E07 Storyboard.jpg|thumb|200px|A part of [[PE07|The Show's]] storyboard drawn by [[Tetsuya Wakano]], depicting a [[Kimono Girl]] and her {{p|Espeon}}.]]
[[File:Evolutions E07 Storyboard.jpg|thumb|200px|A part of [[PE07]]'s storyboard drawn by [[Tetsuya Wakano]], depicting a [[Kimono Girl]] and her {{p|Espeon}}]]
'''Storyboards''' are the one of the earliest types of minimal production material used for various media to allow artists to better visualize scenes that are going to be developed further, typically by background artists, modelers, animators or a compositing team.<ref name=SakugaBlog></ref><ref name=SakugaBooruTags></ref> They often, though not always, come after settei in the production line. With productions that involve 2D animation, they precede the layout phase as part of the '''E-konte''' (Japanese: '''絵コンテ''' lit. ''"drawing continuity"'') which is a sequenced series of storyboards that include specific details to assist with the process further down the production line, including planned dialogue and acting instructions.<ref name=SakugaBooruTagStoryboards>[https://sakugabooru.com/post?tags=storyboard SakugaBooru tag showing various storyboards drawn by animation staff.]</ref>
'''Storyboards''' are the one of the earliest types of minimal production material used for various media to allow artists to better visualize scenes that are going to be developed further, typically by background artists, modelers, animators or a compositing team.<ref name=SakugaBlog></ref><ref name=SakugaBooruTags></ref> They often, though not always, come after settei in the production line. With productions that involve 2D animation, they precede the layout phase as part of the '''E-konte''' (Japanese: '''絵コンテ''' lit. ''"drawing continuity"'') which is a sequenced series of storyboards that include specific details to assist with the process further down the production line, including planned dialogue and acting instructions.<ref name=SakugaBooruTagStoryboards>[https://sakugabooru.com/post?tags=storyboard SakugaBooru tag showing various storyboards drawn by animation staff.]</ref>


Additionally, the context of what defines a storyboard may change depending on where the production is held. For instance, western artists may refer to storyboards and layouts interchangeably, including use of the term '''animatic.'''
Additionally, the context of what defines a storyboard may change depending on where the production is held. For instance, western artists may refer to storyboards and layouts interchangeably, including use of the term '''animatic.'''


{| style="margin:auto; text-align:center; {{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%"
{| style="margin:auto; text-align:center; {{roundy|20px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%"
|-
|-
| style="{{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:Horizons E12 Storyboard-1.jpg|x250px]]
| style="{{roundy|20px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:Horizons E12 Storyboard-1.jpg|x200px]]
| style="{{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:Path to the Peak E02 Storyboard-1.png|x250px]]
| style="{{roundy|20px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:Path to the Peak E02 Storyboard-1.png|x200px]]
|-
|-
| colspan=2 |From [[HZ012]] by [[Yoshikazu Miyao]] compared to [[PTP02]] by [[Kiana Khansmith]]
| colspan=2 | Storyboard from {{color2|000|HZ012}} by {{color2|000|Yoshikazu Miyao}} compared to {{color2|000|PTP02}} by {{color2|000|Kiana Khansmith}}
|}
|}
{{-}}
{{-}}


==Unreleased game material==
==Unreleased game material==
[[File:GoldDemoTitle.png|thumb|Title Screen of the [[Pokémon Gold and Silver Spaceworld '97 demo|Gold and Silver Spaceworld '97 demo]] prototype.]]
[[File:GoldDemoTitle.png|thumb|Title screen of the [[Pokémon Gold and Silver Spaceworld '97 demo]] prototype]]
 
A variety of terminology is used to describe various states of unreleased game material.
A variety of terminology is used to describe various states of unreleased game material.


The term '''Prototype''' is the most general term used to refer to material of this nature, and covers any and all content prior to a game's release. This can include, but is not limited to; completely unreleased games, such as [[Pokémon Picross (Game Boy Color)|Pokémon Picross]], publicly playable demos prior to the release of the final game, such as the [[Pokémon Gold and Silver Spaceworld '97 demo]], physical production material that later goes unused (concept art, unreleased settei etc.) or private source code, even including entire development repositories.
The term '''prototype''' is the most general term used to refer to material of this nature, and covers any and all content prior to a game's release. This can include, but is not limited to; completely unreleased games, such as {{OBP|Pokémon Picross|Game Boy Color}}, publicly playable demos prior to the release of the final game, such as the [[Pokémon Gold and Silver Spaceworld '97 demo]], physical production material that later goes unused (concept art, unreleased settei etc.) or private source code, even including entire development repositories.


'''Beta''' is a term used to describe a significant period during a game's development in which a game's overall functionality is included, (and to a lesser extent, optimized) prior to the final debugging phase. It is not used to refer to unreleased game material from every instance of development prior to the release of the final game.
'''Beta''' is a term used to describe a significant period during a game's development in which a game's overall functionality is included, (and to a lesser extent, optimized) prior to the final debugging phase. It is not used to refer to unreleased game material from every instance of development prior to the release of the final game.

Revision as of 15:41, 11 December 2023

This is a page that describes various terminology surrounding the production of the Pokémon series.

BANK

BANK animation, typically just referred to as BANK, is an instance of partial or wholesale animation re-use in a 2D animated production, whether that be direct re-use of the original animation, or by tracing existing animation to be used again.[1] For instance, Z-Moves that are used in the anime will often look identical upon being used again, due to the complexity of the motion and camerawork involved. Occasionally, BANK animation is made a little less obvious, as it can also be used to describe the re-use of animation between different Pokémon, characters and scenes than the original animation was used for.

Harley Cacturne.png BANK Animation example.png
AG103 BANK in AG121

Very rarely, whole content may majorly comprised of BANK animation, such as "recap episodes" (often produced to save time and put the project further ahead of schedule) or, in the instance of M14, is due to the choice to split one movie into two similar ones.

BANK Animation Example M14 Black.png BANK Animation Example M14 White.png
M14's opening
(Black)
M14's opening
(White)

Genga

Genga from HZ015 by Masaaki Iwane[2]

Genga, (Japanese: 原画 lit. "original pictures") is a term used to describe the Key Animation drawings used in 2D animation, which take place after the layout phase.[3] They are the moments that define the motion within a cut of animation drawn by the Key Animator, and are often corrected by those higher up on the production team, such as Animation Directors, (also referred to as Animation Supervisors) Chief Animation Directors, or Character Designers.[1] They are then traced by in-between (Japanese: 原画 douga) artists, who also draw the missing frames following the notes left by the Key Animator for timing and frame-pacing.

Occasionally, this production material is released officially, and in some instances, by staff on the series after their work has been completed.

A list of Genga uploaded to Bulbapedia can be found here.

Layouts

A layout is a term for the immediate next step of the animation process following a storyboard.[3][1] Now that a cut or scene has been planned out, it is up to the job of an animator to create a layout that acts as the skeleton of the scene, for artists to follow when further down in the production line. These often feature more intense detail, depth and perspective than the initial storyboard. When compiled, layouts are often animated with rudimentary motion of specific parts in order to aid animators in the next immediate step.[4]

Additionally, the context of what defines a layout may change depending on where the production is held. For instance, western artists may refer to layouts and storyboards interchangeably, including use of the term animatic.

PE06 Layout.png
Layout from PE06

Sakuga

Sakuga, (Japanese: 作画 lit. "sakuga") [3] is the term used to refer to Key Animation. Amongst both animators and the animation community, it is often used as slang to refer to high quality or otherwise exceptional cuts of animation.[1]

Settei

Settei, (Japanese: 設定 lit. "setting materials") is a term used to describe detailed reference material of designs, objects and locations from a variety of angles given to artists in order to create consistent and accurate work. This is integral for both 2D and 3D artists alike.[1][5]

Often, the settei officially released by The Pokémon Company in various art books are slightly different than the original settei, as can be seen below with Hapu from Pokémon Sun and Moon.

Hapu concept art.png Hapu concept art USUM Art Book.jpg
Sun and Moon Artbook Ultra Sun and Ultra Moon Artbook

In settei for animated productions, where flat colors are used, the color of each line or filled material represent a different intent when the artwork is to be colored, further arming the artist using the settei with additional context to aid their work.

  • Black Lines are used for lines that are not meant to disappear when colored.
  • Red Lines are often, though not always, used for specific particular color fills, such as highlights from exterior lighting within a scene whenever applicable.
  • Blue Lines best denote a division between a dark and light area, used for shadows. They're invisible when the figure has been fully painted or colored.
  • Green or Blue Fills are used for shadowed areas.
  • Yellow Fills denote areas that serve as highlights.
M12 Arceus Settei Comparison.png Iono anime expression sheet.png
A comparison of two poses from different settei sheets of Arceus from M12
to best illustrate the purpose of differently colored lines and filled areas
Iono's settei from Pokémon Horizons: The Series

Sprites

A sprite is a two-dimensional bitmap image in a game that is part of an otherwise larger scene. Regarding Pokémon, the term sprite was often equated with pixel-art until the release of Pokémon X and Y, where the series made a transition to full 3D. Nevertheless, sprites persist in the games to this day, usually in the form of UI objects or other two-dimensional game assets. An asset is still considered a sprite even if it is a 2D interpretation of a 3D model, so long as the asset itself is two-dimensional.

Spr 5b 442.png 442MS8.png Spr 8a 442.png HOME0442.png Spr 7s 442.png 0442Spiritomb.png Grudge VII.png
Spiritomb's sprite from
Black and White
Spiritomb's menu sprite from
Sword and Shield
Spiritomb's Pokédex sprite from
Legends: Arceus
Spiritomb's sprite from
HOME
Spiritomb's model from
Sun and Moon
Spiritomb's artwork from
Diamond and Pearl
A screenshot of Spiritomb using Grudge in
Sun and Moon

Storyboards

A part of PE07's storyboard drawn by Tetsuya Wakano, depicting a Kimono Girl and her Espeon

Storyboards are the one of the earliest types of minimal production material used for various media to allow artists to better visualize scenes that are going to be developed further, typically by background artists, modelers, animators or a compositing team.[3][1] They often, though not always, come after settei in the production line. With productions that involve 2D animation, they precede the layout phase as part of the E-konte (Japanese: 絵コンテ lit. "drawing continuity") which is a sequenced series of storyboards that include specific details to assist with the process further down the production line, including planned dialogue and acting instructions.[6]

Additionally, the context of what defines a storyboard may change depending on where the production is held. For instance, western artists may refer to storyboards and layouts interchangeably, including use of the term animatic.

Horizons E12 Storyboard-1.jpg Path to the Peak E02 Storyboard-1.png
Storyboard from HZ012 by Yoshikazu Miyao compared to PTP02 by Kiana Khansmith


Unreleased game material

Title screen of the Pokémon Gold and Silver Spaceworld '97 demo prototype

A variety of terminology is used to describe various states of unreleased game material.

The term prototype is the most general term used to refer to material of this nature, and covers any and all content prior to a game's release. This can include, but is not limited to; completely unreleased games, such as Pokémon Picross, publicly playable demos prior to the release of the final game, such as the Pokémon Gold and Silver Spaceworld '97 demo, physical production material that later goes unused (concept art, unreleased settei etc.) or private source code, even including entire development repositories.

Beta is a term used to describe a significant period during a game's development in which a game's overall functionality is included, (and to a lesser extent, optimized) prior to the final debugging phase. It is not used to refer to unreleased game material from every instance of development prior to the release of the final game.

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