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Made with Nano Banana 2 Lite · CC0 · 10 Aug 2026
Generated from: STRICT game sprite animation atlas: EXACTLY 2 rows by EXACTLY 4 columns of EQUAL rectangular cells (8 cells — ALL filled). Square canvas. Rows top to bottom ONLY: idle2, run. ROW POSES — top (idle2): blink / look-around / fidget loop — DISTINCT from breath idle on sheet 01. bottom (run): faster stride than walk, same silhouette scale, lean forward. Side-view Style B illustrated PLAYABLE HERO Trover — premium detail like hero_bear_walk_strip.png (large ~300px-tall subjects, NOT tiny atlas toys). STYLE B: clean thick dark outlines, soft cel-shading, large expressive eyes with highlights — NOT pixel-art, NOT slit-eye stickers. Character: Tusker (bear). bulky bipedal bear Trover with one gold replacement tusk and a heavy Brass Howler shotgun — bruiser bulk, not a soft teddy. CAST LOCK from hero_bear.png: MEDIUM BROWN fur (tan muzzle/inner-ear only), bulky bruiser build, ONE gold replacement tusk, blue tunic with gold trim, olive scarf, gold chest badge, brown belt/gloves/boots, Brass Howler shotgun visible on armed poses — NEVER pink fur, NEVER teddy-soft proportions. IDENTITY LOCK from the reference atlas: EXACT same brown fur, gold tusk, blue tunic, olive scarf, gold badge, boots, and Brass Howler shotgun as the reference — SAME absolute subject scale — only change poses to the two rows below. Do not enlarge. BIOME ECHO on BODY: rust-iron scrap plates and ash-brown industrial orange accents on fur and gun. Echo: Orange Scrap. Poster: the bear who forced a jammed vault door and kept the gold tusk. ONE identity every cell. Subject fills ~60-70% of each cell height. Face RIGHT. Entire silhouette + FX fully inside each cell; >=12% magenta margin; never touch gutters. Solid magenta #FF00FF background and gutters. No ground, no text. FX cyan/white/amber only — never pink or magenta FX.
Creator
shawn pace
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