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: CHARACTER (must be 100% identical in every single frame): a chibi ninja with a VERY LARGE round head, total height about 2.5 heads. Bright grass-green SPIKY hair made of short pointed tufts sticking up and outward - spiky, NEVER smooth, NEVER rounded, NEVER long. A dark grey cloth headband around the forehead with a small rectangular silver metal plate at the front-center. Pale skin, big cyan almond eyes, tiny nose and mouth. THE FACE IS ALWAYS FULLY VISIBLE - absolutely NO face mask, nothing covering the mouth or nose. Long-sleeved dark charcoal-grey crossed ninja gi, a bright magenta waist sash, charcoal pants, dark boots, bare-skin hands. 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 grid lines, no text, no border. Produce EXACTLY 3 sprites in ONE horizontal row, evenly spaced, all the same size, all standing on the same ground line. POSE: all three sprites are in a STRICT SIDE PROFILE facing RIGHT - the body is fully sideways, only ONE eye is visible, the nose points to the right edge, the chest is seen edge-on and is NEVER turned toward the viewer. The same strict right 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, and the ARMS SWING OPPOSITE to the legs. FRAME 2 = passing pose, both legs together under the body mid-step, arms straight 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. NOTHING ELSE changes: head, face, hair, torso, body size and the facing direction are pixel-identical in all three frames. CRITICAL - FRAME 3 MUST BE THE MIRROR-SWAPPED LIMB POSE OF FRAME 1, NOT A COPY OF IT. Read this literally, limb by limb: FRAME 1: the NEAR leg (the light-shaded leg closest to the viewer) is STRIDING FORWARD to the RIGHT with its boot planted ahead of the body; the FAR leg (darker shaded) is KICKED BACK to the LEFT. The NEAR arm (light-shaded) is swung BACKWARD to the LEFT behind the hip; the FAR arm is swung FORWARD to the RIGHT in front of the chest. FRAME 3: EXACTLY THE REVERSE - the NEAR leg is now KICKED BACK to the LEFT and the FAR leg is STRIDING FORWARD to the RIGHT; the NEAR arm is swung FORWARD to the RIGHT in front of the chest and the FAR arm is swung BACKWARD to the LEFT behind the hip. So the light-shaded near limbs and the dark-shaded far limbs TRADE PLACES between frame 1 and frame 3. In frame 1 the fist that is in front of the chest is the dark far arm; in frame 3 the fist in front of the chest is the light near arm. Do NOT simply widen or narrow the same stride, do NOT nudge one foot up, do NOT redraw frame 1 again - the leg and arm swing directions must be genuinely inverted so an animator flipping between frames 1 and 3 sees the legs scissor back and forth. Every frame keeps the head, hair spikes, headband, plate, face and torso EXACTLY the same pixels - only the arms and legs move, and the whole body still faces strictly RIGHT in all three frames.
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.