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Made with Nano Banana 2 Lite ยท CC0 ยท 24 Jul 2026
Generated from: BODY: a chibi BOY ninja with a VERY LARGE round head, total height about 2.5 heads, sturdy compact torso. HAIRSTYLE - CURLY: BRIGHT GRASS-GREEN tightly curled hair forming a rounded voluminous mass of small curls all around the head, wider than the skull, with a bumpy curly silhouette. MANDATORY - THE HEADBAND IS ALWAYS PRESENT IN ALL THREE SPRITES: a dark grey cloth headband worn around the forehead with a small rectangular silver metal plate at the front-center. A character without the headband is WRONG. Long dark charcoal-grey crossed ninja gi, a bright magenta waist sash, charcoal pants, dark boots, bare-skin hands. Pale skin, big cyan almond eyes, tiny nose and mouth, face FULLY VISIBLE with absolutely NO mask. STYLE: crisp retro SNES-style pixel-art overworld sprite, single dark 1-pixel outline, soft cel shading, limited palette, exactly the same style, pixel density and proportions as the reference image. Pure white (#ffffff) background. No shadow, NO ground line, no grid, no text, no border. LAYOUT - CRITICAL: exactly 3 sprites in ONE horizontal row, well separated with white space so they never touch. ALL THREE SPRITES MUST BE EXACTLY THE SAME SIZE - same head size, same body height, same width. The middle sprite must NOT be drawn bigger. All three stand on the same ground line. POSE - a STRONG 45-degree three-quarter view walking toward the LOWER-RIGHT: the right shoulder clearly closer to the viewer, the head turned the same 45 degrees. Identical in all three frames INCLUDING THE MIDDLE ONE - almost-frontal is wrong, pure profile is wrong. WALK CYCLE - an open, clearly readable stride. FRAME 1 = contact pose, one leg striding forward and the other kicked back, ARMS SWINGING OPPOSITE to the legs. FRAME 2 = passing pose, legs together under the body, arms down at the sides. FRAME 3 = the opposite contact pose, legs and arms swung the other way. Frames 1 and 3 must look clearly different from each other and from frame 2. CRITICAL FIX - THE LAST TWO ATTEMPTS DREW THE CHARACTER STRAIGHT-ON FACING THE VIEWER, WHICH IS WRONG. ROTATE THE WHOLE CHARACTER HALFWAY BETWEEN FRONT VIEW AND RIGHT-SIDE PROFILE, EXACTLY 45 DEGREES, IN ALL THREE SPRITES INCLUDING THE MIDDLE ONE. Evidence the rotation must show: the nose and the tip of the boots point diagonally toward the LOWER-RIGHT corner; the LEFT side of the face is turned away so the far eye sits close to the edge of the cheek and the far ear is completely hidden; the shoulders are NOT a symmetric horizontal line - the near shoulder is drawn lower and larger on the right, the far shoulder is higher, smaller and partly behind the head; the torso is narrower than in a front view; the magenta sash knot is off-centre toward the right side of the waist; the two boots are staggered diagonally, one nearer the bottom-right of the other, never side by side on the same horizontal line. This is the classic diagonal-facing sprite of an isometric JRPG.
Creator
Jorge Sousa
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