# Character design

A character that is only a correct figure is a mannequin in a costume. At 16–32 px identity comes from three things the viewer takes in before any face: the silhouette, how the head / torso / legs masses compare, and one or two strong elements. Decide those first; detail only decorates what the shape already says, and a generic outline cannot be rescued by shading.

## Rules

1. **Write the brief before the first pixel.** One line: role, personality, one strong element ("lazy, kind cowboy with a huge hat"). From it choose the dominant shape (rule 2) and a head count (`rules://30-proportions-by-size`).
2. **Shape language sets the first read.** Circle = friendly, young, cute, safe. Square = sturdy, reliable, heavy, confident. Triangle = aggressive, sinister, fast, dangerous. Organic and irregular = natural, unpredictable. Apply it to the whole silhouette first, then echo it in hair, costume and props. A villain in a friendly game keeps triangles but rounds the vertices; keep one corner treatment across the cast. Templates `design-shape-trio-24`.
3. **Silhouette test before shading.** Fill the sprite with one flat colour at 1×; can you name the character? Include hat, hair, weapon. For a roster, fill every sprite black and line them up: each must be identifiable. If not, change the shape; shading will not repair it (`rules://03-silhouette-and-form`).
4. **Three different masses.** Give head, torso and legs one small, one medium and one large share (32 px: head 12, torso 8, legs 10). Never three equal steps. Push the contrast until it looks wrong, then back off one step.
5. **Straight against curve.** On a limb or torso make one edge a clean straight run of 3+ px and the opposite edge a stepped curve. All-parallel or all-curved contours go to mush.
6. **Design the negative space.** The 1–3 px holes between arm and torso, between legs, under a cape are part of the shape. Make them different sizes; never let an arm fuse with the torso.
7. **Vary features by size and spacing, not by adding detail.** Three eyes-nose-mouth of one size evenly spaced is a generic face. Template `design-face-variation-12`. Change at most three axes between two characters at 16–32 px: overall head shape (round / square / long), hair silhouette, one accessory or colour.
8. **Differentiate a 16 px cast by** height (±2 px), head share, a silhouette accessory (plume, pointed hat, horns), and one saturated hue each. Faces carry almost nothing at this size. Template `design-cast-lineup-16`.
9. **Archetype recipes** (head count and shape): *cute* — head as wide as the body or wider, no neck, pear body, short tapering limbs; *heavy* — small head, barrel chest ≈ 50 % of height, small hips, short legs, long arms, big hands; *tall-thin / screwball* — long head, skinny neck, small pear body, thin legs, huge flat feet; *goofy* — head forward of the feet on an S spine, drooping arms, big feet, no chin. Template `design-archetypes-24`. If four of them are not distinguishable at 32 px, exaggerate the defining ratio.
10. **Head count as characterisation:** child / imp 3–4; kid 5–6; commoner 6–7 with wide shoulders (≥ 2⅓ heads); ordinary adult 7½; hero / knight 8; elf, noble, villain 8½–9, narrow; brute 7–8 with shoulders 3 heads wide (the child, commoner and brute rows are extrapolated from Loomis).
11. **Danger vocabulary:** snake and spider shapes, very long thin limbs, spikes and sharp complicated edges. Give every design one strong identifying element (a flat head, treads, a sword on the back). A ruined thing has a ruined silhouette.
12. **One detail level for the whole cast.** Choose the eye style once — 1 px dot, 2×2 with highlight, or full eye — and use it for every character; an iconic mouse beside a realistic girl clashes.
13. **Colour:** 2–3 colours per character, a main and a sub; 6–12 total at 16–32 px. Make the hair or one accessory the saturated accent against muted clothes. Warm = energetic or dangerous; cool = calm or mysterious; high saturation = young or heroic; low = aged (`rules://20-color-for-pixel-art`).
14. **Keep an anchor feature.** Palette swaps, upgrades and costume changes keep one fixed group (a 3×2 hat, a red scarf, the hair shape) at the same position.
15. **Mirroring decides asymmetry.** A sword hand, scar or parted fringe flips when W is made from E: design symmetrical accessories, or budget a separate W set (`rules://37-views-and-directions`).
16. **Design for animation.** Ask what moves independently (weapon, cape, tail, hair) and draw it on its own layer; mock the resting pose first; avoid details that vanish in motion (`rules://06-layers-and-rigging`, `rules://45-secondary-motion`).
17. **Work in rounds.** Blue-sky first: 6–10 tiny silhouettes at 16×16, pick, then polish. Redraw fresh instead of editing the same drawing; recombine the best parts; push the chosen design ≈ 10 % past comfortable, then pull back one step.
18. **State the intent:** *simulation* (faithful), *emotion* (chibi, big eyes), *function* (an action silhouette that shows the weapon), or *conservation* (tiny and economical). Style is the set of choices you make about size, shape, colour, contrast and complexity.
19. **Costume carries personality.** Baggy and high-collared = pensive; stripes and V-necks = studious; short and bright = outgoing. The same uniform on different bodies slumps, stretches and bulges differently; use that.
20. **Animals and monsters:** pick one level on the scale realistic → simplified → cartoon → anthropomorphic and hold it. Caricature = 3–5 defining traits exaggerated (`rules://50-quadrupeds`, `rules://54-monster-design`).

## By size

| canvas | what carries identity |
|---|---|
| 8 | Colour and hair shape; height ±1 px; no face. |
| 16 | Silhouette accessory, head share, one hue, height ±2 px; eyes 1×1 at most. |
| 24 | Costume blocks in 2 colours, hand held item, eyes 2×2; shape language visible in the overall outline. |
| 32 | Hair silhouette, armour pieces, facial suggestion, a held prop; negative spaces designed. |
| 48–64 | Costume folds, expression, materials; the risk is noise, so keep the shape rules and cut detail. |

## Templates

```grid design-shape-trio-24
S = silhouette     #2b3a4a
E = accent-eye     #f2d16b
---
....SSSSSS...........SSSSSS.............SS......
...SSSSSSSS..........SSSSSS............SSSS.....
..SSSSSSSSSS.........EEEEEE...........SSSSSS....
..SSSSSSSSSS.........SSSSSS...........SESSES....
..SSESSSSESS.........SSSSSS.......S..SSSSSSSS..S
..SSESSSSESS....SSSSSSSSSSSSSSSS..SSSSSSSSSSSSSS
..SSSSSSSSSS....SSSSSSSSSSSSSSSS...SSSSSSSSSSSS.
..SSSSSSSSSS....SSSSSSSSSSSSSSSS...SSSSSSSSSSSS.
...SSSSSSSS.....SSSSSSSSSSSSSSSS....SSSSSSSSSS..
...SSSSSSSS.....SSS.SSSSSSSS.SSS....SSSSSSSSSS..
..SSSSSSSSSS....SSS.SSSSSSSS.SSS.....SSSSSSSS...
.SSSSSSSSSSSS...SSS.SSSSSSSS.SSS.....SSSSSSSS...
.SSSSSSSSSSSS...SSS.SSSSSSSS.SSS......SSSSSS....
SSSSSSSSSSSSSS..SSS.SSSSSSSS.SSS......SSSSSS....
SSSSSSSSSSSSSS..SSS.SSSSSSSS.SSS.......SSSS.....
SSSSSSSSSSSSSS..SSS.SSSSSSSS.SSS.......SSSS.....
.SSSSSSSSSSSS...SSS.SSS..SSS.SSS......SS..SS....
.SSSSSSSSSSSS...SSS.SSS..SSS.SSS......SS..SS....
..SSSSSSSSSS........SSS..SSS..........SS..SS....
...SSSSSSSS.........SSS..SSS..........SS..SS....
...SSS..SSS.........SSS..SSS..........SS..SS....
...SSS..SSS.........SSS..SSS..........SS..SS....
..SSSS..SSSS........SSS..SSS..........SS..SS....
..SSSS..SSSS.......SSSS..SSSS........SSS..SSS...
```

`design-shape-trio-24` — flat silhouettes, 24 px tall, columns 0–13 / 16–31 / 34–47: **circle** (friendly: round head, round body, stub legs), **square** (sturdy: small block head with visor slit, wide block torso, arms apart from the body), **triangle** (menace: hooded point, inverted-triangle torso, spiked shoulders, thin legs). One colour for the body, a second only for eyes or visor.

```grid design-archetypes-24
S = silhouette     #2b3a4a
E = accent-eye     #f2d16b
---
...SSSSSSSS............SSSSSS.............SSSS....
..SSSSSSSSSS...........SSSSSS............SSSSSS...
.SSSSSSSSSSSS..........SESSES............SSSSSS...
SSSSSSSSSSSSSS.........SSSSSS............SESSES...
SSSSSSSSSSSSSS......SSSSSSSSSSSS.........SSSSSS...
SSSSSSSSSSSSSS....SSSSSSSSSSSSSSSS.......SSSSSS...
SSSEESSSSEESSS...SSSSSSSSSSSSSSSSSS......SSSSSS...
SSSEESSSSEESSS..SSSSSSSSSSSSSSSSSSSS......SSSS....
SSSSSSSSSSSSSS..SSSSSSSSSSSSSSSSSSSS.......SS.....
.SSSSSSSSSSSS...SSSSSSSSSSSSSSSSSSSS.......SS.....
.SSSSSSSSSSSS...SSSSSSSSSSSSSSSSSSSS....SSSSSSSS..
..SSSSSSSSSS....SSSSSSSSSSSSSSSSSSSS...SSSSSSSSSS.
..SSSSSSSSSS....SSS.SSSSSSSSSSSS.SSS...SSSSSSSSSS.
..SSSSSSSSSS....SSS.SSSSSSSSSSSS.SSS....SSSSSSSS..
..SSSSSSSSSS....SSS..SSSSSSSSSS..SSS....SSSSSSSS..
..SSSSSSSSSS....SSS..SSSSSSSSSS..SSS.....SSSSSS...
..SSSSSSSSSS....SSSS..SSSSSSSS..SSSS......SSSS....
...SSSSSSSS.....SSSS..SSSSSSSS..SSSS.....SS..SS...
...SSS..SSS...........SSSSSSSS...........SS..SS...
...SSS..SSS...........SSS..SSS...........SS..SS...
...SSS..SSS...........SSS..SSS...........SS..SS...
..SSSS..SSSS..........SSS..SSS...........SS..SS...
..SSSS..SSSS..........SSS..SSS........SSSSS..SSSSS
..SSSS..SSSS.........SSSS..SSSS.......SSSSS..SSSSS
```

`design-archetypes-24` — **cute** (columns 0–13: head wider than body, no neck, 2×2 eyes), **heavy** (16–35: 6 px head on a 20 px barrel, long arms, fists 4 px, short legs), **tall-thin** (38–49: 8 px long head, 2 px neck, small pear body, 2 px legs, 5 px feet). Same height, three different mass distributions.

```grid design-face-variation-12
S = skin           #f2b48a
E = eye            #3a2433
n = nose-shade     #c47a5a
m = mouth          #8a3b3b
---
...SSSSSS.........SSSSSS.........SSSSSS...
..SSSSSSSS.......SSSSSSSS.......SSSSSSSS..
.SSSSSSSSSS.....SSSSSSSSSS.....SSSSSSSSSS.
.SSEESSEESS.....SSSESSESSS.....SSSSSSSSSS.
.SSEESSEESS.....SSSESSESSS.....SSESSSSESS.
.SSSSnnSSSS.....SSSSnnSSSS.....SSESSSSESS.
.SSSSSSSSSS.....SSSnnnnSSS.....SSSSnnSSSS.
.SSSmmmmSSS.....SSSSSSSSSS.....SSSSSSSSSS.
..SSSSSSSS.......SSSmmSSS.......SSSSmmmSS.
...SSSSSS.........SSSSSS.........SSSSSS...
```

`design-face-variation-12` — one 12×10 face three ways (columns 0–11, 15–26, 30–41): **generic** (every feature a similar size, evenly spaced — the face to avoid), **sized** (small eyes, large nose, small mouth), **sized and spaced** (wide-set eyes set low, small nose, mouth 1 px off the axis). Same oval, same palette; the difference is personality (rule 7).

```grid design-cast-lineup-16
a = knight-steel   #9aa7b8
b = mage-violet    #6a4fc8
c = rogue-green    #2f8f6a
d = brute-rust     #c4583a
e = imp-amber      #e0a030
E = eye            #f6f2e8
---
....a..........b...................ddddd............
...aaa.........b...................dEdEd............
..aaaaa.......bbb.......cccc.......ddddd............
..aEaEa.......bbb......cccccc....ddddddddd...e.....e
..aaaaa......bbbbb.....cEccEc...ddddddddddd..ee...ee
.aaaaaaa....bbbbbbb....cccccc...ddddddddddd...eeeee.
aaaaaaaaa....bEbEb......cccc....dd.ddddd.dd..eeeeeee
aa.aaa.aa....bbbbb.....cccccc...dd.ddddd.dd..eeEeEee
aa.aaa.aa.....bbb.....cccccccc..dd.ddddd.dd..eeEeEee
aa.aaa.aa....bbbbb....c.cccc.c..dd.ddddd.dd...eeeee.
..aaaaa......bbbbb....c.cccc.c..ddd.ddd.ddd....eee..
..aa.aa.....bbbbbbb.....cccc.......ddddd......eeeee.
..aa.aa.....bbbbbbb....cc..cc......dd.dd.....e.eee.e
..aa.aa.....bbbbbbb....cc..cc......dd.dd.......eee..
..aa.aa....bbbbbbbbb...cc..cc......dd.dd.......e.e..
.aaa.aaa...bbbbbbbbb...cc..cc.....ddd.ddd.....ee.ee.
```

`design-cast-lineup-16` — five characters on one 16 px baseline (columns 0–8, 11–19, 22–29, 32–42, 45–51) told apart by height (16 / 16 / 14 / 16 / 13), head share, a plume, pointed hat, hood, small head on a big body, horns, and one hue each. Recolour to the project palette; keep the shape differences.

```grid design-shape-heroes-32
O = outline            #2b1d2e
b = tunic-light        #4a7ab8
B = tunic-shadow       #2f5080
a = round-hero-light   #e0a030
A = round-hero-shadow  #a8741c
c = cloth-plum         #8a3b5a
C = cloth-shadow       #5e2540
s = skin-light         #f2b48a
S = skin-shadow        #c47a5a
E = eye                #2b1d2e
t = trim-gold          #e8c547
k = boot-mid           #5a3a22
K = boot-shadow        #3a2412
---
..........................OOOOOOOOOO..........................
.......OOOOOO............ObbbbbbbbbBO..............OO.........
......OaaaaaAO...........ObbbbbbbbbBO.............OcCO........
.....OaaaaaaaAO..........ObbbbbbbbbBO.............OcCO........
....OaaaaaaaaaAO........OBbbbbbbbbbbBO...........OcccCO.......
...OaaaaaaaaaaaAO........OsssssssssSO............OcccCO.......
...OsssssssssssSO........OsssssssssSO.......O...OcccccCO...O..
...OsssssssssssSO........OsEEssssEESO......OCO.OcccccccCO.OCO.
...OsssssssssssSO........OsEEssssEESO......OcCOOcccssccCOOcCO.
...OssEEsssssEESO.....OOOOsssssssssSOOOO..OccCOcccssssccCOccCO
...OSsEEsssssEESO....ObbbbbbbssssbbbbbbBO.OcccccccEsssEcccccCO
....OSssssssssSO.....ObbbbbbbbbbbbbbbbbBO.OCcccccsssssscccccCO
.....OSssssssSO......ObbbbbbbbbbbbbbbbbBO..OcccccccccccccccCO.
......OsssssSO.......ObbbbbbbbbbbbbbbbbBO..OsssccccccccccssSO.
......OaaaaaAO.......ObbbbbbbbbbbbbbbbbBO..OsssccccccccccssSO.
...OOOaaaaaaaAOOO....ObbbbbbbbbbbbbbbbbBO..OssSccccccccccSsSO.
..OaaaaaaaaaaaaaAO...ObbbttttttttttttbbBO..OsSOcccccccccCOsSO.
.OaaaaaaaaaaaaaaaAO..ObbbttttttttttttbbBO..OsSOCccccccccCOsSO.
.OaaaaaaaaaaaaaaaAO..ObbbbbbbbbbbbbbbbbBO..OsSOOcccccccCOOsSO.
.OaaaaaaaaaaaaaaaAO..ObbbbbbbbbbbbbbbbbBO..OsSOOCccccccCOOsSO.
.OaaaaaaaaaaaaaaaAO..ObbbBbbbbBBbbbbBbbBO..OsSO.OCccccCO.OsSO.
.OaaaaaaaaaaaaaaaAO..OssSObbbBOObbbBOssSO..OsSO..OcccCO..OsSO.
.OaaaaaaaaaaaaaaaAO..OSSSObbbBOObbbBOSSSO..OSSO.OcccccCO.OSSO.
.OAAaaaaaaaaaaaaAAO...OOOObbbBOObbbBOOOO....OO..OcccccCO..OO..
..OOAAaaaaaaaaAAOO.......ObbbBOObbbBO...........OcccccCO......
....OOaaaaaaaAOO.........ObbbBOObbbBO...........OccCCcCO......
.....OaaaAAaaAO..........ObbbBOObbbBO...........OcCOOcCO......
.....OaaAOOaaAO..........ObbbBOObbbBO...........OcCOOcCO......
.....OaaAOOaaAO..........ObbbBOObbbBO...........OcCOOcCO......
.....OaaAOOaaAO..........ObbbBOObbbBO...........OcCOOcCO......
.....OaaAOOaaAOO.........ObbbBOObbbBO..........OccCOOccCOO....
....OkkkkKOkkkkKO.......OkkkkKOOkkkkKO........OkkkKOOkkkkKO...
....OKKKKKOKKKKKO.......OKKKKKOOKKKKKO........OKKKKOOKKKKKO...
.....OOOOO.OOOOO.........OOOOO..OOOOO..........OOOO..OOOOO....
```

`design-shape-heroes-32` — three heroes on one 32 px baseline, drawn from the shape rule: **round** (columns 0–19: round cap and head, pear body, stub limbs, big eyes — friendly), **square** (21–40: helmet block, block torso, block arms and legs, belt — sturdy), **triangle** (42–61: pointed hood, inverted-triangle torso, shoulder spikes, thin legs — menace). Each uses one main colour, one skin and a shade on the lower-right edge; the silhouette alone says which family it is.

```grid design-silhouette-variants-32
O = outline            #2b1d2e
M = steel-shadow       #6b7a8c
c = cloth-plum         #8a3b5a
C = cloth-shadow       #5e2540
m = steel-light        #9aa7b8
t = trim-gold          #e8c547
T = trim-shadow        #b8921a
v = robe-violet        #5a3a9a
V = robe-shadow        #3a2468
s = skin-light         #f2b48a
S = skin-shadow        #c47a5a
K = boot-shadow        #3a2412
E = eye                #2b1d2e
b = tunic-light        #4a7ab8
B = tunic-shadow       #2f5080
p = pants-mid          #3b3f6b
P = pants-shadow       #292c4d
k = boot-mid           #5a3a22
---
..........................................................O...............O................................
.......................................OO................OMOO.....OO....OOMO........OO.......OO............
.....................................OOcCOO..............OmmMO..OOmMOO.OmmMO.......OtTO.....OvVO...........
...........OOOO.....................OcccccCO.............OMmmMOOmmmmmMOmmmMO......OTttTO...OvvvVO..........
..........OsssSO................OOOOcccccccCOOOO..........OmmMOmmmmmmmmmmMOOO......OTTO....OvvvVO..........
.........OsssssSO..............OcccccccccccccccCO.........OmmmmmmmmmmmmmmMOmMO......OKO...OvvvvvVO.........
........OsssssssSO............OCCCccccccccccccCCCO........OMMMmmmmmmmmmmMMOmMO......OKO..OvvssssvSO........
........OsssssssSO.............OOOCccccccccccCOOO..........OOOmmmmmmmmmMOOOmMO......OKO..OvssssssVO........
.......OssEssssEsSO...............OssEssssEsSO...............OmmmmmmmmmMO.OmMO......OKO.OvvssssssvVO.......
.......OSsEssssEsSO...............OSsEssssEsSO...............OmEEEEEEEEMO.OmMO......OKO.OvssEssEssVO.......
........OsssssssSO.................OsssssssSO................OMmmmmmmmmMO.OmMO......OKOOvvvssssssvvVO......
........OSssssssSO.................OSssssssSO.................OSssssssSO..OmMO......OKOVVVVssssssVVVVO.....
.........OSssssSO...................OSssssSO..............OOOOOOSssssSOOOOOmMO......OKOOOOOsssssSOOOO......
.......OOOOsssSOOOO...............OOOOsssSOOOO...........OmmmmMOOsssSOOmmmmmMO......OKO.OvvvvvvvvvVO.......
......ObbbbbbbbbbbBO.............ObccccccccccBO.........OmmmmmmmbbbbbbmmmmmmMO......OKOObvvvvvvvvvvBO......
......ObbbbbbbbbbbBO.............ObccccccccccBO.........OmmmmmmmbbbbbbmmmmmmMO......OKOOvvvvvvvvvvvVO......
......ObbbbbbbbbbbBO.............ObccccccccccBO.........OMmmmmmmbbbbbbmmmmmmMO......OKOOvvvvvvvvvvvVO......
......ObbbbbbbbbbbBO.............ObccccccccccBO..........OMMMmmbbbbbbbbmmMMmMO......OKOOvvvvvvvvvvvVO......
......ObbbbbbbbbbbBO.............OcccccccccccCO...........OOObbbbbbbbbbbBOOmMO......OKOOvvvvvvvvvvvVO......
......ObbbbbbbbbbbBO.............OcccccccccccCO.............ObbbbbbbbbbbBOOmMO......OKOOvvvvvvvvvvvVO......
.....ObbbbbbbbbbbbbBO...........ObccccccccccccBO...........ObbbbbbbbbbbbbBOmMO......OKOvvvvvvvvvvvvvVO.....
.....ObsbbbbbbbbbbsBO...........ObccccccccccccBO...........ObsbbbbbbbbbbsBOmMO......OKOvvvvvvvvvvvvvVO.....
.....OsssttttttttssSO...........OsccccccccccccSO...........OsssttttttttssSOmMOO.....OKOvvvvvvvvvvvvvVO.....
.....OSsSppppppppSsSO...........OSccccccccccccSO...........OSsSppppppppSstttttTO....OKOvvvvvvvvvvvvvVO.....
......OSOpppppppPOSO.............OcccccccccccCO.............OSOpppppppPOSTTTTTTO....OkvvvvvvvvvvvvvvvVO....
.......OOpppppppPOO.............OcccccccccccccCO.............OOpppppppPOOOOOOOO.....OkvvvvvvvvvvvvvvvVO....
........OpppppppPO..............OcccccccccccccCO..............OpppppppPO............OkvvvvvvvvvvvvvvvVO....
........OpppppppPO..............OcccccccccccccCO..............OpppppppPO............OkvvvvvvvvvvvvvvvVO....
........OpppppppPO..............OCCCccccccccCCCO..............OpppppppPO............OkvvvvvvvvvvvvvvvVO....
........OpppppppPO...............OOOpppppppPOOO...............OpppppppPO............OkvvvvvvvvvvvvvvvvVO...
........OpppppppPO.................OpppppppPO.................OpppppppPO............OkVVVVvvvvvvvvVVVVVO...
........OpppppppPO.................OpppppppPO.................OpppppppPO............OKOOOOpppppppPOOOOO....
........OpppppppPO.................OpppppppPO.................OpppppppPO............OKO..OpppppppPO........
.......OkkkkkkkkkKO...............OkkkkkkkkkKO...............OkkkkkkkkkKO............O..OkkkkkkkkkKO.......
.......OKKKKKKKKKKO...............OKKKKKKKKKKO...............OKKKKKKKKKKO...............OKKKKKKKKKKO.......
........OOOOOOOOOO.................OOOOOOOOOO.................OOOOOOOOOO.................OOOOOOOOOO........
```

`design-silhouette-variants-32` — one base body (head, tunic, belt, pants, boots on fixed rows; columns 0–25) and three silhouettes built on it (columns 27–52, 54–79, 81–106): **wanderer** (wide hat brim plus long coat), **knight** (horned helm, round pauldrons, sword on the right), **mage** (pointed hood, floor-length robe, staff on the left). Only hat, shoulder line, hem and one held item change, and each one still reads when filled with a single flat colour (rule 3). The base body stays on the same rows in all four, so palette swaps keep the anchor feature.

## Procedure

1. Write the brief (rule 1) and the shape (rule 2). `sprite_manage` new at the cast canvas.
2. Thumbnail round: 6–10 silhouettes at ≈ 16×16 on a scratch sprite with `draw` op grid or `rect` / `ellipse` in one flat colour; `look` op preview each; pick 1–2.
3. Blow up the winner to its canvas size, still flat; apply rules 4–6 (masses, straight vs curve, negative space).
4. Silhouette test on a duplicate layer: `recolor` op replace to one flat colour, `look` op preview; for a cast put all sprites on one frame.
5. Add the strong element and the anchor feature (rules 11, 14), then 2–3 colours via `palette` op ramp, one saturated accent.
6. Split independent parts onto layers (rule 16). Mirror-check: `transform` op flip on a copy and look for anything that must not flip.
7. Face last (`rules://32-heads-and-faces`, `rules://33-eyes-and-expressions`); then `validate`.

## Mistakes

- Everyone has the same silhouette → only colour differs → change height, head share and a silhouette accessory.
- Villain and hero are both round → shape language not chosen → decide the family first.
- Three equal chunks (head, body, legs) → design is a snowman → make one mass dominant.
- Arms glued to the torso → no negative space → open a 1 px gap or cross deliberately.
- Cast looks like it came from different games → mixed eye style and outline logic → one detail level, one outline rule.
- Costume swap makes the character unrecognisable → no anchor feature → keep the hat or hair shape fixed.
- Great design whose sword hand flips when mirrored → asymmetric prop → mirror the design or draw W separately.

## Review

- Flat-filled, the sprite is identifiable; for a cast, each is identifiable next to the others.
- The dominant shape family is deliberate and echoed in at least two places.
- Head, torso and legs are three different masses; negative spaces differ in size.
- The cast shares one eye style, one outline rule, one pixel scale.
- An identifying element and an anchor feature exist and survive recolouring.

## Sources

Bancroft, *Creating Characters with Personality* (shape families, size relationship, lines, negative space, face recipes, hierarchy of characters, pp. 14–61); Blair, *Advanced Animation* (type recipes pp. 10–15); Solarski, *Drawing Basics and Video Game Art* (Shapes, Level 6 design process, Thumbnail Development, Subverting Conventions); Mateu-Mestre, *Framed Ink* (pp. 96–103); Loomis, *Figure Drawing for All It's Worth* (types, pp. 28–29, 58); Hultgren, *Animal Drawing* (caricature traits); Goldfinger, *Animal Anatomy for Artists*; Pixel Logic (pp. 92–108, 166–181); Silber, *Pixel Art for Game Developers*; Dawe, *Make Your Own Pixel Art*; Saint11 "Character Design 1", "Cuteness"; AdamCYounis "Role of Style"; Game Developer (2012) Robertson interview; Pixnote and GDAD wiki sprite guides.
