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rules://03-silhouette-and-form

Silhouette and form

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The silhouette test

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Fill the sprite with a single flat colour. Can you still tell what it is? If not, no amount of shading will save it.

This is the highest-leverage check in pixel art and it takes one call: look op preview after a recolor op replace on a copy, or just squint at the preview. Do it before you shade, not after.

Silhouettes fail because of:

  • Symmetry. A perfectly symmetrical pose reads as a statue. Break it: one arm forward, weapon on one side, head turned.
  • Tangents. An arm whose outline touches the torso outline fuses into one blob. Leave a gap, or overlap clearly.
  • Uniform limb width. Everything the same thickness reads as a stick figure.

Proportions

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Game characters are usually stylised shorter than life. Common ratios, measured in head-heights:

Style Heads tall Reads as
2 Chibi / cute Toy, mascot
3–4 Classic JRPG / action The default; safe
5–6 Realistic-ish Needs 48px+ to work

At 16×16 you are at 2–3 heads whether you planned it or not. Plan it.

The 3⁄4 view

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Most top-down and isometric games want 3⁄4: the character faces the camera but is seen slightly from above. In practice:

  • The head shows the face and a little of the top of the skull.
  • The shoulders are wider than a pure front view suggests.
  • Feet are visible as separate shapes, not a single base.
  • The far-side limb is partly hidden by the torso — that is what sells depth.

Direction sets

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A 4-direction set is down / up / left / right; 8 adds the diagonals. Rules:

  • Left and right are mirrors — draw one, use transform op flip on a copied layer. Mirror asymmetric details (a scar, a shoulder pad) back by hand if the character has any, or accept the flip and say so.
  • Up shows the back of the head and no face. This is the frame agents most often get wrong by drawing a face on the back of a head.
  • Keep the same pixel height and centre of mass across all directions, or the character appears to bob when the player turns.

Volume consistency

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Across an animation, a limb must stay the same number of pixels thick unless it is foreshortened on purpose. Volume drift — an arm that quietly gains two pixels by frame four — is very visible in motion and invisible frame by frame. Review with look op filmstrip, which is exactly what it is for.