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Made with Nano Banana 2 Lite · CC0 · 11 Sept 2026
Generated from: A 2D game character sprite sheet showing FOUR poses of the SAME duellist as the reference image, in a single row with ENORMOUS empty space between them, on a flat plain solid mid-grey background. Each figure is a completely isolated island of ink with at least one whole figure-width of blank grey between neighbours. Do NOT draw a ground line. Keep the reference character EXACTLY: same lithe duellist, cropped leather jerkin, bare forearms, twin short curved knives, torn ice-blue sash, same heavy ink outline and flat three-value cel shading with a warm rim light from the upper right. All four face RIGHT, flat side-on camera at chest height, same scale, same invisible ground line. This is ONE HEAVY COMMITTED DOUBLE-BLADE PLUNGE broken into four drawings. The wind-up gets TWO drawings because it is slow and the player must read it coming: 1. WIND-UP, EARLY — both knives begin to rise, blades turning point-down, weight shifting onto the back foot, shoulders starting to lift, sash beginning to swing back. Coiling, not yet coiled. No motion effect. 2. WIND-UP, FULL — fully loaded: both knives hauled up above the head with the points turned straight DOWN, arms high and elbows flared, body stretched tall on the toes, back arched, sash streaming down. The most extreme silhouette in the sheet. No motion effect. 3. CONTACT — both blades driven down and forward at full extension to hip height in front of the body, arms locked, the body dropped into a deep lunge over them, front knee bent hard, back leg trailed straight. Two bright ice-blue smears trace the downward arc and stay attached to the arms. 4. FOLLOW-THROUGH — spent: both knives low and crossed near the floor past the target, shoulders bowed over them, head down, sash settling forward, body wide open. It must NOT look like a second attack. No motion effect. 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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