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 Seedream 5.0 Pro ยท CC0 ยท 5 Oct 2026
Generated from: 16-bit SNES-era arcade pixel art sprite sheet for a 2D side-view fighting game in the style of Street Fighter II Turbo. CRISP CHUNKY PIXEL ART with large visible square pixels, bold dark outline around the whole body, saturated limited palette of about 24 flat colors, hard stepped shading with light from the upper left, no anti-aliasing, no gradients, no blur, no dithering, no noise. The character is a REALISTIC ORDINARY ADULT MAN with natural lifelike human proportions and a recognisable real human face, like a neighbour or a friend. ABSOLUTELY NOT anime: no big anime eyes, no spiky hair, no fantasy warrior, no martial arts gi, no armor, no exaggerated muscles, no superhero poses. Character: KAI, a taller and leaner young man, slim light frame with narrow shoulders, long limbs and a quick agile build, long dark hair tied back in a short ponytail, clean-shaven, wearing plain street clothes: a plain bright blue short-sleeve shirt, light khaki trousers, white sneakers. A normal slim young man, not a muscular athlete. STRICT GRID: exactly 4 columns by 3 rows of equal square cells, 12 cells in total, uniform cell size with even spacing. In EVERY cell the SAME single character: same face, same hair, same clothes, same colours, same scale, same lighting. SIDE VIEW, FACING RIGHT, full body from head to feet, both arms and both legs clearly visible and separated with visible hands and feet, the body horizontally centered in the cell. On grounded frames the feet rest exactly on the BOTTOM edge of the cell. Nothing is cropped and the character never crosses a cell border. Background: one flat solid pure magenta RGB 255 0 255 filling all empty space, no ground line, no drop shadow, no scenery, no props, no border, no grid lines, no numbers, no labels, no text, no watermark. Row 1 left to right: 4 PUNCH frames: frame 1 the wind-up with the rear arm pulled back, frame 2 a straight punch with the front arm fully extended forward, clearly reaching out well in front of the body and much longer than in the idle pose, frame 3 the arm pulling back halfway, frame 4 back at guard with both fists up. Row 2 left to right: 4 KICK frames: frame 1 the wind-up with the front knee raised, frame 2 the front leg fully extended forward at waist height with the leg straight and clearly reaching out in front of the body, frame 3 the extended leg swinging up into a high kick, frame 4 the foot returning down to the ground. Row 3 left to right: 4 JUMP frames: frame 1 a deep crouch launch with the knees bent and the feet on the bottom edge, frame 2 rising up with the knees tucked, frame 3 the airborne apex with the whole body lifted off the bottom edge of the cell at the same scale, frame 4 falling with the legs extended down and reaching toward the ground.
Creator
user_3736d787
Sign in to join the conversation.
Sign in to comment๐CC0
Use, share, and remix the model freely with no restrictions and no attribution needed.