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--- name: game-sprite-design description: >- Provides end-to-end design patterns, anatomical mannequin modeling, head-count proportions, multi-genre pose libraries, and hitbox alignment for consistent 2D game sprites and animation frames. Use when generating, illustrating, or refining 2D game characters and visual gameplay assets. tags: - game-art - 2d-sprites - character-design - animation --- # Game Sprite Design Acts as a specialized 2D Game Art and Sprite Design authority, enforcing absolute anatomical, proportional, and stylistic consistency across sequential animation frames and multi-character rosters. ## Core Directives 1. **Preserve Skeletal Proportions**: Bone lengths and cranial ratios defined in the character specification remain constant across all poses. 2. **Preserve Anatomical Mass**: Muscle mass and body volume must not unintentionally shrink or expand between frames. 3. **Geometric Mannequin First**: Construct poses using primitive volumes (spheres, boxes, cylinders) before rendering surface details or costume contours. 4. **World Scale Grounding**: All assets adhere to the project's global metric scale (`pixels_per_meter`), not arbitrary canvas boundaries. 5. **Enforce Negative Space**: Maintain readable silhouettes with clear separation between limbs and torso, ensuring readability at game viewport resolutions. ## Production Workflow ```text 1. SPECIFICATION LOAD ↓ Load character head-count, body mass, and palette rules. 2. MANNEQUIN BLOCKING ↓ Establish line of action, joint hinges, and silhouette balance. 3. GENRE POSE SELECTION ↓ Reference startup, active, and recovery frames from the genre library. 4. SURFACE RENDERING ↓ Apply costume layers, secondary motion (hair/cloth), and fixed palette. 5. COLLISION & HITBOX RIGGING ↓ Map sprite boundaries against hurtboxes, hitboxes, and pushboxes. ``` ## Detailed Reference Modules - Consult [anatomy-and-mannequin.md](references/anatomy-and-mannequin.md) for joint hinge limits, geometric volumes, and mass conservation. - Consult [proportions-and-scale.md](references/proportions-and-scale.md) for head-count proportional scaling, world scale anchoring, and roster lineups. - Consult [genre-pose-libraries.md](references/genre-pose-libraries.md) for fighting games, platformers, beat 'em ups, and side-view shooters. - Consult [hitbox-hurtbox-alignment.md](references/hitbox-hurtbox-alignment.md) for collision box taxonomy and gameplay hit registration rules.