Appendix:Glossary (Production): Difference between revisions

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==Genga==
==Genga==
[[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,<ref name=ANNCreditsFeature>[https://www.animenewsnetwork.com/feature/2016-03-16/your-ultimate-guide-to-anime-ending-credits-part-i/.99852 Your Ultimate Guide to Anime Ending Credits: Part I -- by Kevin Cirugeda, ANN.]</ref> 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,<ref name=HiroyukiKitakobo>[https://web.archive.org/web/20231213031949/https://twitter.com/LawofGreen/status/768781927100747777 Animator Hiroyuki Kitakobo referencing early use of the term Animation Director at Studio BONES.]</ref> (also referred to as Animation Supervisors)<ref name=ANNCreditsFeature></ref> Chief Animation Directors, or Character Designers.<ref name=SakugaBooruTags></ref> They are then traced by '''in-between''' (Japanese: '''原画''' ''douga'')<ref name=ANNCreditsFeature></ref> 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,<ref name=GengaHZ31>[https://web.archive.org/web/20231213032543/https://twitter.com/anipoke_PR/status/1730104372208730289 The JP AniPoké Twitter uploading the Genga for E31 of Pokémon Horiozons.]</ref><ref name=GengaHZ32>[https://web.archive.org/web/20231213032621/https://twitter.com/anipoke_PR/status/1732641086424973703 The JP AniPoké Twitter uploading the Genga for E32 of Pokémon Horiozons.]</ref> 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]].''
As can be seen below, the color of each line or filled material represent a different intent when the artwork is to be colored. It shares these colors and their definitions with can be found in the [[Appendix:Glossary (Production)#Settei|Settei section.]]
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{| style="margin:auto; text-align:center; {{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%"
|-
| style="{{roundy|2px}} border:2px solid #{{electric color dark}}; background:#{{white color light}}" | [[File:HZ Genga E015.jpg|x250px]]
| style="{{roundy|2px}} border:2px solid #{{electric color dark}}; background:#{{white color light}}" | [[File:Iono Horizons.jpg|x250px]]
|-
| Genga from [[HZ015]] <br> 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>
| The final outcome in [[HZ015]]
|}
 
''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.'''<ref name=Animatic>[https://web.archive.org/web/20231213032757/https://www.studiobinder.com/blog/what-is-an-animatic-definition/ What is an Animatic - How To Bring Your Storyboard to Life --
by Brent Dunham, studiobinder.]</ref>
 


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==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 texture in a game, as an image 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, such as textures.<ref name=BDSPMenuSprite></ref> 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.<ref name=LADexSprite></ref>


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|-  style="background-color: #{{white color}}"
|-  style="background-color: #{{white color}}"
| {{pcolor|Spiritomb|000}}'s sprite from<br>{{color2|000|Pokémon Black and White Versions|Black and White}}
| {{pcolor|Spiritomb|000}}'s sprite from<br>{{color2|000|Pokémon Black and White Versions|Black and White}}
| {{pcolor|Spiritomb|000}}'s menu sprite from<br>{{color2|000|Pokémon Brilliant Diamond and Shining Pearl|Brilliant Diamond and Shining Pearl}}
| {{pcolor|Spiritomb|000}}'s menu sprite from<br>{{color2|000|Pokémon Brilliant Diamond and Shining Pearl|Brilliant Diamond and Shining Pearl}}<ref name=BDSPMenuSprite>Opening the Unity assetbundle from a romfs dump of Pokémon Brilliant Diamond defines '''pm0442_00_00_00''' as a ''Sprite'', as located in the '''texturemass''' file found at '''\romfs\data\StreamingAssets\AssetAssistant\UIs\textures_mass''', done using [https://github.com/Perfare/AssetStudio AssetStudio.]</ref>
| {{pcolor|Spiritomb|000}}'s {{color2|000|Pokédex}} sprite from<br>{{color2|000|Pokémon Legends: Arceus|Legends: Arceus}}
| {{pcolor|Spiritomb|000}}'s {{color2|000|Pokédex}} sprite from<br>{{color2|000|Pokémon Legends: Arceus|Legends: Arceus}}<ref name=LADexSprite>Opening '''pokeicon_l_0442_000_000_n_00000000_fn_n.btnx''' from a romfs dump of Pokémon Legend Arceus defines it as a ''Texture'', file found at '''\romfs\bin\appli\res_pokemon\icon_pokemon_l''', done using [https://github.com/KillzXGaming/Switch-Toolbox Switch Toolbox.]</ref>
| {{pcolor|Spiritomb|000}}'s model from<br>{{color2|000|Pokémon Brilliant Diamond and Shining Pearl|Brilliant Diamond and Shining Pearl}}
| {{pcolor|Spiritomb|000}}'s model from<br>{{color2|000|Pokémon Brilliant Diamond and Shining Pearl|Brilliant Diamond and Shining Pearl}}<ref name=BDSPModel>Opening the Unity assetbundle from a romfs dump of Pokémon Brilliant Diamond defines '''pm0442_00_00_BodyAomoteSkin'' as a model ''Mesh'', as located in the '''pm0442_00''' assetbundle found at '''\romfs\data\StreamingAssets\AssetAssistant\Pokemon Database\pokemons\common''', done using [https://github.com/Perfare/AssetStudio AssetStudio.]</ref>
| {{pcolor|Spiritomb|000}}'s artwork from<br>{{color2|000|Pokémon Diamond and Pearl Versions|Diamond and Pearl}}
| {{pcolor|Spiritomb|000}}'s artwork from<br>{{color2|000|Pokémon Diamond and Pearl Versions|Diamond and Pearl}}
| A screenshot of {{pcolor|Spiritomb|000}} in<br>{{color2|000|Pokémon Sun and Moon|Sun and Moon}}
| A screenshot of {{pcolor|Spiritomb|000}} in<br>{{color2|000|Pokémon Sun and Moon|Sun and Moon}}
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==Storyboards==
==Storyboards==
[[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}}]]
[[File:Evolutions E07 Storyboard.jpg|thumb|left|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>
[[File:SME89 Ekonte.jpg|thumb|right|250px|A part of [[SM089]]'s E-konte drawn by [[Masaaki Iwane]]<ref name=SM89Ekonte>[https://web.archive.org/web/20231213034153/https://twitter.com/you_director/status/1091922667941163008?t=87IbncVfI7kxhRKpakknPQ E-Konte, drawn by Masaaki Iwane, posted by Yuji Asada]</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.<ref name=KianaMaiPTTPBoards>[https://web.archive.org/web/20231213033103/https://twitter.com/kianamaiart/status/1692241395258646910 Kiana Khansmith's Path to the Peak storyboards.]</ref> In Japanese productions, this is as part of the '''E-konte'''<ref name=JPWikiEKonte>[https://ja.wikipedia.org/wiki/%E7%B5%B5%E3%82%B3%E3%83%B3%E3%83%86 Japanese Wikipedia page for E-konte, lit. 絵コンテ]</ref> (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.'''<ref name=Animatic></ref>


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==Unreleased game material==
==Unreleased game material==
[[File:GoldDemoTitle.png|thumb|Title screen of the [[Pokémon 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, or preliminary 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 {{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.
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, {{wp|Video Game Development|particularly in the pre-production period.}} 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, though is still largely unfinished.<ref name=MicrosoftBeta>[https://web.archive.org/web/20231213034547/https://support.xbox.com/en-US/help/games-apps/game-setup-and-play/understanding-betas-demos-and-trials#:~:text=What%20is%20a%20beta%20(or,to%20help%20test%20their%20game. Microsoft giving their definition of a Beta or Alpha on their Xbox site.]</ref><ref name=EABeta>[https://web.archive.org/web/20231213034716/https://help.ea.com/en-gb/help/faq/what-is-a-closed-beta/#:~:text=In%20the%20beta%20stage%20of,mission%2C%20and%20some%20online%20multiplayer. Microsoft giving their definition of a Beta their site.]</ref> 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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