Asset Store
Discover high-quality assets for your next game project, or create your own with AI.
Create AssetDiscover high-quality assets for your next game project, or create your own with AI.
Create Asset
Made with Nano Banana 2 Lite ยท CC0 ยท 24 Jul 2026
Generated from: BODY: a chibi ninja GIRL - clearly feminine: NARROW shoulders, slim torso with a narrower waist, thin arms and legs, noticeably slighter than a boy. Soft round face with slightly larger eyes and small eyelashes. VERY LARGE round head, total height about 2.5 heads. HAIRSTYLE - HIME CUT: BRIGHT GRASS-GREEN long straight hair down the back, with a straight blunt FRINGE across the forehead AND two shorter cheek-length side locks cut straight at the jaw, framing the face symmetrically. 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: all three sprites are in a STRICT SIDE PROFILE facing RIGHT - fully sideways, only ONE eye visible, nose pointing right, chest edge-on and NEVER turned toward the viewer. Same strict profile in all three frames INCLUDING THE MIDDLE ONE. 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. FIX FRAMES 1 AND 3 - THEY CAME OUT NEARLY IDENTICAL, WHICH IS A FAIL. Make them exact OPPOSITES of each other so the animation reads: FRAME 1 = the LEG NEAREST THE VIEWER is thrown FORWARD to the right with its boot planted ahead of the body, the far leg trailing back to the left with the heel lifted; the NEAR ARM swings BACKWARD behind the hip, the far arm forward. FRAME 3 = the mirror image of that: the LEG NEAREST THE VIEWER is trailing BACK to the left with its heel lifted, the far leg thrown FORWARD to the right; the NEAR ARM swings FORWARD in front of the hip, the far arm back. Use lighter shading on the far leg and far arm so the swap is obvious. Do not simply repeat frame 1.
Creator
Jorge Sousa
Sign in to join the conversation.
Sign in to comment๐CC0
Use, share, and remix the model freely with no restrictions and no attribution needed.