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Made with Seedream 5.0 Pro ยท CC0 ยท 29 Sept 2026
Generated from: Use this exact character reference for face, clothing, colors and body proportions: https://res.cloudinary.com/dol86wsz1/image/upload/v1790671134/summer_chat/uploads/8b0b11c8-c78f-4a1b-a4c5-f63a02143bbf/1790671133615-bud.png.png 2D game character animation sheet - the SAME single character shown in exactly 6 frames of a jump, arranged in a clean 3 by 2 grid (3 columns, 2 rows), six equal cells, six figures total. LAYOUT RULES (important): every figure is fully inside its own cell and centered there; generous empty flat background margin around every figure; neighbouring figures never touch, never overlap and are separated by a wide empty gap of at least one third of a cell width; no frame borders, no dividing lines, no grid lines, no labels, no numbers, no text, no watermark, no motion arrows. CHARACTER (must be identical in all 6 frames): a sturdy bearded human miner, mid 40s, burly build, short brown beard and moustache, leather miner cap with a round brass headlamp mounted on the front, shirt with torn-off ragged short sleeves, brown leather work vest with two chest pockets, wide leather belt with tool pouches, beige canvas trousers with large side cargo pockets, scuffed dark brown lace-up work boots, a coil of rope slung over his shoulder. He carries an iron pickaxe with a wooden handle in one hand, held low beside his body at his side - the pickaxe is NOT shouldered. The pickaxe stays in the same hand in every frame. STYLE: hand-painted semi-realistic 2D game illustration matching the reference, muted earthy palette (brown, olive, beige, warm grey), soft painterly shading, clean readable silhouette, three-quarter front view, full body from cap to boots, identical scale in every frame. NOT pixel art, NOT cartoon, NOT chibi, no black outlines, no cel shading. MOTION (jump arc, same body facing the same direction): frame 1 standing preparation with knees slightly bent; frame 2 deep crouch with arms swung back; frame 3 takeoff push with legs extending and arms swinging up; frame 4 airborne at the top of the arc with knees tucked slightly; frame 5 descending with legs reaching down; frame 6 landing with knees bent and arms out to the sides for balance. Clear readable jump arc from crouch to landing. BACKGROUND: completely plain flat uniform light grey, single flat color, no gradient, no floor line, no cast shadow on the background, cleanly separated silhouette for cutout.
Creator
Olaf Beck
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