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5x · Animals and creatures
Skills
- Take any Aseprite request end to end
- Plan a sprite before drawing it
- Design it first — concept sheet and storyboard
- Create a sprite document
- Choose, build and repair a palette
- Draw a sprite
- Shade a sprite
- Rig a character for animation
- Animate a cycle
- Build a tileset
- Review a sprite before calling it done
- Fix or iterate on existing art
- Export game-ready assets
- Submit a finished sprite to the community gallery
Rule
rules://00-core-principles Core principles
Pixel art is not "a small image". It is an image where every pixel was a decision. That constraint is the whole medium: an agent that treats a 32×32 canvas as a low-resolution render will produce something that is technically correct and unmistakably wrong.
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The loop
#Inspect → decide → draw in one batch → look → fix → validate.
Skipping "look" is the single most common failure. You cannot tell from a tool
result whether a sprite reads; you have to see it. look op preview shows you
what a human sees; op ascii shows you exactly which pixel is where.
Resolution is a budget, not a limitation
#At 16×16 a character gets roughly 3 pixels of head, 5 of torso and 4 of legs. There is no room for a nose. Decide what the sprite must communicate at a glance — a class, a threat, a direction — and spend the pixels there.
Common sizes and what fits:
| Size | Fits |
|---|---|
| 8×8 | An icon or an item. One idea. |
| 16×16 | A readable character with 2–3 colours per material. |
| 32×32 | Facial suggestion, distinct armour pieces, believable weapon. |
| 48×48+ | Real detail; now the risk is noise, not scarcity. |
Constraints beat cleverness
#Pick and write down, before drawing: canvas size, palette, light direction, outline style, and whether the sprite is side-on, top-down or 3⁄4. Every later decision either follows from those or is a mistake.
What makes generated pixel art look generated
#In rough order of how quickly a person spots it:
- Too many colours. Ninety near-identical browns instead of a four-step
ramp. Fix: a palette, and
paletteLockleft on. - Flat luminance shading. Shadow = the same hue, darker. Real shading
shifts hue (see
rules://02-shading-and-light). - Anti-aliased or semi-transparent pixels. Usually from a resize or a soft brush. At 1× they read as blur, not smoothness.
- Noise. Isolated pixels with no neighbour, "detail" that is just dirt.
- Mushy silhouette. The shape does not read as anything when filled black.
- Mechanical timing. Every animation frame the same duration.
validate checks 1, 3, 4 and 6 mechanically. The rest you have to look at.
Never silently change what the user did not ask about
#Do not resize their canvas, re-index their colour mode, flatten their layers or overwrite their file unless they asked. When a task seems to require one of those, say so and ask.