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Made with GPT Image 2 · 1 Nov 2026

# Axeman pixel attack 16 v2

Generated from: Pixel art sprite sheet of the same soldier as the reference: a kingdom AXEMAN, same open-faced steel helm, chainmail shirt with leather shoulder guards, plain CRIMSON tabard, brown leather gloves and boots, two small hatchets hanging at his belt, thick red-brown beard, same face, same pixel art style, size and colours. IMPORTANT: his heavy one-handed BATTLE AXE (wooden haft, broad steel head) is GRIPPED IN HIS RIGHT HAND and clearly visible in ALL 16 frames, including the recovery frames at the end; it is never drawn on its own, never thrown, never floating, never hidden behind his body; his hand never lets go of it. A 16-frame AXE ATTACK, side view, FACING RIGHT, with real weight, anticipation and follow-through. Frames in order: 1 battle stance, axe held low at his side; 2 shifts his weight back, axe drawn back; 3 steps in; 4 swings the axe back and up over his shoulder; 5 lunges forward, front foot planted; 6 rushing forward, axe raised high above his head; 7 chopping the axe down hard, a white motion arc trailing the blade; 8 the axe at the bottom of the chop, a small white spark at its edge; 9 follow-through, body bent forward, axe low in front; 10 heaves the axe back up to chest height; 11 holds the axe across his chest; 12 swings the axe once in a loose circle at his side, a faint white arc; 13 steps back, axe in hand; 14 rests the axe head on the ground beside his foot, hand on the haft; 15 lifts the axe ready again; 16 battle stance, the same as frame 1\. Every frame clearly different from the next, the motion flowing smoothly. Layout: TWO ROWS of 8 frames, frames 1-8 on the top row and 9-16 on the bottom row, evenly spaced with wide gaps; arcs and sparks touch the blade and stay inside their own frame's space, never touching a neighbouring frame. Plain pure white background, no ground, no shadows, no text, no numbers, no blood.

Type

Game Art

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[Creator Inco Kija](https://www.summerengine.com/Inco Kija)

## Specs

Format

PNG

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