Shown as labels in the studio. Explained once, here.
- Key visual
- The single reference image that sets a whole project's look — everything else is made to match it.
- Settei / model sheet
- A turnaround reference sheet for one character: front, three-quarter, side, back, same outfit and proportions.
- Layout
- The stage that places a character into a background at the right size, angle and framing, before the shot is animated.
- Genga
- The key drawings an animator makes that define where a movement starts, peaks and ends.
- Douga
- The in-between drawings filled in between the genga to make a movement read as smooth.
- Cel shading
- Flat, 2-tone color with a hard edge between light and shadow — no soft gradient blending.
- 2.5D
- Flat, cel-shaded characters moving over a painted background, inside a real, moving 3D camera.
- Compositing
- The final assembly: character, background, effects and color graded together into one frame.
- On twos / on threes
- Limited animation: a new drawing every 2nd or 3rd frame instead of every frame — the classic TV-anime economy of motion.
- Smear frame
- A stretched, blurred drawing standing in for a very fast motion, instead of drawing every position along the way.
- Impact frame
- A single, high-contrast still held for a beat at the moment of a hit, to sell its weight.
- Sakuga
- A shot animated to a noticeably higher standard than the rest of the show — usually one key action beat.