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Made with Seedream 5.0 Pro · CC0 · 20 Aug 2026
Generated from: Create a production-ready 2D isometric RPG character sprite sheet in detailed hand-pixeled pixel art, consistent with 16-bit/32-bit era JRPGs (SNES/PS1-adjacent), not 8-bit and not smooth modern vector art. One female knight only, shown in a standard 2:1 isometric projection / tile-based top-down RPG camera angle, roughly 30 degrees from horizontal; never straight side-on or front-on. Character design: loose auburn-red hair falling past the shoulders, face visible, no helmet; blue and silver plate armor with readable pauldrons and chest plate; blue cape extending past the waist with a gold trim; blue kite shield on the back arm with a centered golden rampant lion emblem; straight-bladed sword; silver steel greaves and boots. Build an exact clean grid of 8 rows by 6 columns = 48 equal square cells: rows are N, NE, E, SE, S, SW, W, NW; columns are 1 idle frame followed by 5 walk-cycle frames. Use the same character scale, pixel density, proportions, and feet baseline/anchor in every cell. Each sprite should be approximately 64–96 pixels tall at native resolution, with a clean readable silhouette at small map distance. Flat even top-down lighting, crisp hard pixel edges, limited coherent palette, no anti-aliasing, no baked directional drop shadow, no ground plane, no extra characters, no props, no cell dividers, no text or labels. Use a uniform solid light-magenta background solely as a removable matte; keep all sprite pixels clearly separated from it. The finished artwork must read as a game sprite atlas, with every cell fully visible and evenly spaced.
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user_72d564db
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