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Made with Seedream 5.0 Pro ยท CC0 ยท 21 Sept 2026
Generated from: Pixel art sprite STRIP for a top-down 2D shooter: exactly 6 animation frames of ONE soldier, laid out in a single horizontal row from left to right, the row spanning the entire image width edge to edge. Frame 1 through frame 6, each in its own equal-width cell exactly one sixth of the image width, evenly spaced, uniform margins inside each cell so no part of a figure crosses into a neighbouring cell. No borders, no grid lines, no text, no labels, no numbers. CAMERA - THIS IS THE WHOLE POINT: a PURE STRAIGHT-DOWN OVERHEAD VIEW, 90 degrees, a camera bolted to the ceiling pointing straight down at the soldier, as if you were a bird directly above his helmet. This sprite will be ROTATED at runtime by the game engine to face any of 8 movement directions, so ONLY a true top-down drawing survives rotation. A side profile, three-quarter view, front view, isometric or 2.5D angle is WRONG and unusable. WHAT IS VISIBLE from directly above and nothing else: the round crown of the helmet seen as a CIRCLE from above (no face, NO eyes, NO nose, NO mouth, NO chin, NO hair, NO face mask), the tops of both shoulders flanking the helmet, the back of the torso and shoulders, two gloved hands close together near the centre-right, and a rifle held forward with its barrel extending straight out to the RIGHT side of the frame, plus small slivers of the tops of the boots under and beside the body. Silhouette read: one compact rounded body blob with a helmet circle at its centre and a thin straight rifle line sticking out to the right. NO legs projecting below or in front of the body, NO standing pose, NO feet drawn in profile, NO horizon, NO ground shadow, NO perspective foreshortening, NO visible face in any form. FACING: the soldier faces RIGHT in every frame, forward is +X, the rifle muzzle points right. WALK animation, seen from ABOVE: a 6 frame walking cycle viewed straight down - the shoulders roll alternately left and right (near shoulder forward, then far shoulder forward), the torso pivots a few degrees about the vertical axis, the helmet leads forward toward the right, the free arm swings slightly, the rifle stays roughly forward pointing right. Because the camera is directly overhead you read the stride through that shoulder roll and torso twist, NOT through legs stepping sideways. Every frame keeps the same body position, the same size and the same silhouette family; only the roll/twist changes, cycling smoothly from frame 1 back round to frame 6. PALETTE - keep it a single locked limited retro palette, matching a grimy robot-enemy shooter: olive drab and khaki military jacket and shoulders, dark charcoal helmet and webbing and boots, muted grey-tan rifle with dark grip, and only one small accent colour for a shoulder patch. Flat cel-shaded colours, hard pixel edges, no anti-aliasing, no gradients, no glow, no black outline halo, no drop shadows, no soft shading, no dithering noise. BACKGROUND: flat solid pure magenta key colour #FF00FF, perfectly uniform, filling every pixel that is not the soldier, no gradient, no texture, no scenery, nothing else in the image. Do not draw a floor, room, shadow or prop.
Creator
DotGret Studios
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