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Made with Nano Banana 2 Lite · CC0 · 11 Sept 2026
Generated from: A 2D game character sprite sheet: one row of FOUR separate full-body poses of the SAME armoured juggernaut from the reference image, at exactly the same scale, on the same ground line, on a flat plain solid mid-grey background. SPACING IS CRITICAL: leave an empty gap at least as wide as a whole figure between each pose. Nothing may touch or overlap the next pose. Do NOT draw a ground line. Keep the reference character exactly: enormous slab-shouldered build, closed great-helm with a narrow slit, layered bone-white plate, colossal two-handed maul, heavy ink outline, flat cel shading in three values with a warm rim light from the upper right. Side-on three-quarter camera at chest height: 1. TURN — caught mid-pivot, the body facing the CAMERA square-on, helm starting to look to the left, the maul swinging across the body. The single frame between facing right and facing left. 2. HITSTUN — facing RIGHT, taking a hit: helm snapped back and to the left, chest caved in, the maul arm flung outward, front knee buckling. 3. DOWN — knocked flat on the ground, entirely horizontal and as low as the pose can be: lying on one side, an arm outflung, legs tangled, helm toward the viewer, the maul fallen beside the body. 4. DODGE — facing RIGHT, a heavy shoulder-first shove forward, body low and braced behind the leading shoulder, maul trailing. Clearly an armoured charge and not a nimble roll. No text, no labels, no numbers, no captions, no frame borders, no grid lines, no ground shadow, no horizon line.
Creator
Tim Brook
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