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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://03-silhouette-and-form Silhouette and form
The silhouette test
#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
#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
#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
#A 4-direction set is down / up / left / right; 8 adds the diagonals. Rules:
- Left and right are mirrors — draw one, use
transformopflipon 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
#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.