{
  "tool": "image_gen native",
  "transparent_background": true,
  "reference_pattern": "assets/characters/{class}/base_sprite/base_sprite.png",
  "prompts": [
    {
      "class": "cacador-de-bugs",
      "animation": "idle",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nCHARACTER: Caçador de Bugs. Silver high ponytail, green digital visor, light graphite-black armor with neon lime-green details, one short digital green dagger. Agile slim silhouette. Keep dagger in the same anatomical hand when turning.\nANIMATION: idle. A restrained breathing idle loop. Six phases: rest, inhale begins, shoulders lift subtly, inhale peak, shoulders settle, exhale toward rest. Feet and body pivot remain fixed; only upper body, hair tips and neon gently vary. Subtle but visibly distinct consecutive poses; smoothly loops to first.\nLAYOUT: EXACTLY 6 columns by 8 rows = 48 complete frames. Canvas aspect ratio 6:8. At final scale sheet 384x512. Tiles are square."
    },
    {
      "class": "cacador-de-bugs",
      "animation": "walk",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Caçador de Bugs. Silver high ponytail, green digital visor, light graphite-black armor with neon lime-green details, one short digital green dagger. Agile slim silhouette. Keep dagger in the same anatomical hand when turning.\nANIMATION: walk. An actual eight-phase in-place walking cycle. Contact with left foot forward; left down; left passing; left up; right foot forward contact; right down; right passing; right up. Alternate leg and opposite arm motion, weapon carried naturally, small consistent torso bob. No world translation. Last pose loops to first.\nLAYOUT: EXACTLY 8 columns by 8 rows = 64 complete frames. Canvas aspect ratio 8:8, final sheet 512x512, equal square cells."
    },
    {
      "class": "cacador-de-bugs",
      "animation": "attack",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Caçador de Bugs. Silver high ponytail, green digital visor, light graphite-black armor with neon lime-green details, one short digital green dagger. Agile slim silhouette. Keep dagger in the same anatomical hand when turning.\nANIMATION: attack. A directional basic attack, exactly six coherent phases: ready, anticipation, windup, active strike or muzzle discharge, follow-through, return to ready. Hunter: slash with digital dagger, short green arc. Guardian: aim and fire heavy energy pistol, one small orange muzzle flash and recoil, maintain shield. Architect: thrust energy glove, short lilac digital pulse, drone supports. Technomancer: thrust staff and emit short cyan pulse. Active attack points in that row's facing direction. Effects remain within tile; no enemies.\nLAYOUT: EXACTLY 6 columns by 8 rows = 48 complete frames. Canvas aspect ratio 6:8, final sheet 384x512, equal square cells."
    },
    {
      "class": "cacador-de-bugs",
      "animation": "skill",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Caçador de Bugs. Silver high ponytail, green digital visor, light graphite-black armor with neon lime-green details, one short digital green dagger. Agile slim silhouette. Keep dagger in the same anatomical hand when turning.\nANIMATION: skill. Eight coherent phases: ready, gather energy, charge low, charge high, release skill, release peak, dissipate, recover to ready. Hunter: digital-green overclock dagger and short glitch afterglow, same single body. Guardian: overcharge orange holographic firewall shield, expand bright shield edge within tile. Architect: command AI drone, drone flares lilac and glove forms small network hologram. Technomancer: staff channels cyan digital circuit burst. Visible intentional changing poses and effect size; keep effects inside tile. No other characters.\nLAYOUT: EXACTLY 8 columns by 8 rows = 64 complete frames. Canvas aspect ratio 8:8, final sheet 512x512, equal square cells."
    },
    {
      "class": "cacador-de-bugs",
      "animation": "defense",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Caçador de Bugs. Silver high ponytail, green digital visor, light graphite-black armor with neon lime-green details, one short digital green dagger. Agile slim silhouette. Keep dagger in the same anatomical hand when turning.\nANIMATION: defense. Six coherent defensive phases: ready, brace preparation, guard raised, guard absorbs a small localized energy pulse, settle while guarded, return to ready. Hunter: guarded crouch with dagger. Guardian: interpose orange shield. Architect: glove and drone make compact lilac barrier. Technomancer: hold staff crosswise making compact cyan digital ward. No enemies. Clear guard pose directed toward row facing.\nLAYOUT: EXACTLY 6 columns by 8 rows = 48 complete frames. Canvas aspect ratio 6:8, final sheet 384x512, equal square cells."
    },
    {
      "class": "cacador-de-bugs",
      "animation": "hit",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Caçador de Bugs. Silver high ponytail, green digital visor, light graphite-black armor with neon lime-green details, one short digital green dagger. Agile slim silhouette. Keep dagger in the same anatomical hand when turning.\nANIMATION: hit. Six coherent hit reaction phases: normal stance, small impact spark on torso, recoil backward relative to facing, recoil peak with bent knees, regain balance, recover ready. Preserve outfit colors, don't white-flash whole character. Feet close to fixed pivot, no large displacement, no gore, no attacker.\nLAYOUT: EXACTLY 6 columns by 8 rows = 48 complete frames. Canvas aspect ratio 6:8, final sheet 384x512, equal square cells."
    },
    {
      "class": "cacador-de-bugs",
      "animation": "death",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Caçador de Bugs. Silver high ponytail, green digital visor, light graphite-black armor with neon lime-green details, one short digital green dagger. Agile slim silhouette. Keep dagger in the same anatomical hand when turning.\nANIMATION: death. Eight actual collapse phases: upright weakened, knees buckle, stoop, begin falling, body drops, reach floor, settle, final collapsed still body. Final frame must be visibly lying collapsed, NOT standing. Gear falls close to body and remains within tile; drone powers down near architect. No gore, no skeleton, no disappearance, no world background. Final frame held, not looping.\nLAYOUT: EXACTLY 8 columns by 8 rows = 64 complete frames. Canvas aspect ratio 8:8, final sheet 512x512, equal square cells."
    },
    {
      "class": "guardiao-de-firewall",
      "animation": "idle",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nCHARACTER: Guardião de Firewall. Broad heavy red armor, orange luminous visor and accents, heavy energy pistol in right hand and translucent orange holographic shield in left hand. Keep equipment on correct anatomical hands at all angles, including rear views.\nANIMATION: idle. A restrained breathing idle loop. Six phases: rest, inhale begins, shoulders lift subtly, inhale peak, shoulders settle, exhale toward rest. Feet and body pivot remain fixed; only upper body, hair tips and neon gently vary. Subtle but visibly distinct consecutive poses; smoothly loops to first.\nLAYOUT: EXACTLY 6 columns by 8 rows = 48 complete frames. Canvas aspect ratio 6:8. At final scale sheet 384x512. Tiles are square."
    },
    {
      "class": "guardiao-de-firewall",
      "animation": "walk",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Guardião de Firewall. Broad heavy red armor, orange luminous visor and accents, heavy energy pistol in right hand and translucent orange holographic shield in left hand. Keep equipment on correct anatomical hands at all angles, including rear views.\nANIMATION: walk. An actual eight-phase in-place walking cycle. Contact with left foot forward; left down; left passing; left up; right foot forward contact; right down; right passing; right up. Alternate leg and opposite arm motion, weapon carried naturally, small consistent torso bob. No world translation. Last pose loops to first.\nLAYOUT: EXACTLY 8 columns by 8 rows = 64 complete frames. Canvas aspect ratio 8:8, final sheet 512x512, equal square cells."
    },
    {
      "class": "guardiao-de-firewall",
      "animation": "attack",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Guardião de Firewall. Broad heavy red armor, orange luminous visor and accents, heavy energy pistol in right hand and translucent orange holographic shield in left hand. Keep equipment on correct anatomical hands at all angles, including rear views.\nANIMATION: attack. A directional basic attack, exactly six coherent phases: ready, anticipation, windup, active strike or muzzle discharge, follow-through, return to ready. Hunter: slash with digital dagger, short green arc. Guardian: aim and fire heavy energy pistol, one small orange muzzle flash and recoil, maintain shield. Architect: thrust energy glove, short lilac digital pulse, drone supports. Technomancer: thrust staff and emit short cyan pulse. Active attack points in that row's facing direction. Effects remain within tile; no enemies.\nLAYOUT: EXACTLY 6 columns by 8 rows = 48 complete frames. Canvas aspect ratio 6:8, final sheet 384x512, equal square cells."
    },
    {
      "class": "guardiao-de-firewall",
      "animation": "skill",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Guardião de Firewall. Broad heavy red armor, orange luminous visor and accents, heavy energy pistol in right hand and translucent orange holographic shield in left hand. Keep equipment on correct anatomical hands at all angles, including rear views.\nANIMATION: skill. Eight coherent phases: ready, gather energy, charge low, charge high, release skill, release peak, dissipate, recover to ready. Hunter: digital-green overclock dagger and short glitch afterglow, same single body. Guardian: overcharge orange holographic firewall shield, expand bright shield edge within tile. Architect: command AI drone, drone flares lilac and glove forms small network hologram. Technomancer: staff channels cyan digital circuit burst. Visible intentional changing poses and effect size; keep effects inside tile. No other characters.\nLAYOUT: EXACTLY 8 columns by 8 rows = 64 complete frames. Canvas aspect ratio 8:8, final sheet 512x512, equal square cells."
    },
    {
      "class": "guardiao-de-firewall",
      "animation": "defense",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Guardião de Firewall. Broad heavy red armor, orange luminous visor and accents, heavy energy pistol in right hand and translucent orange holographic shield in left hand. Keep equipment on correct anatomical hands at all angles, including rear views.\nANIMATION: defense. Six coherent defensive phases: ready, brace preparation, guard raised, guard absorbs a small localized energy pulse, settle while guarded, return to ready. Hunter: guarded crouch with dagger. Guardian: interpose orange shield. Architect: glove and drone make compact lilac barrier. Technomancer: hold staff crosswise making compact cyan digital ward. No enemies. Clear guard pose directed toward row facing.\nLAYOUT: EXACTLY 6 columns by 8 rows = 48 complete frames. Canvas aspect ratio 6:8, final sheet 384x512, equal square cells."
    },
    {
      "class": "guardiao-de-firewall",
      "animation": "hit",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Guardião de Firewall. Broad heavy red armor, orange luminous visor and accents, heavy energy pistol in right hand and translucent orange holographic shield in left hand. Keep equipment on correct anatomical hands at all angles, including rear views.\nANIMATION: hit. Six coherent hit reaction phases: normal stance, small impact spark on torso, recoil backward relative to facing, recoil peak with bent knees, regain balance, recover ready. Preserve outfit colors, don't white-flash whole character. Feet close to fixed pivot, no large displacement, no gore, no attacker.\nLAYOUT: EXACTLY 6 columns by 8 rows = 48 complete frames. Canvas aspect ratio 6:8, final sheet 384x512, equal square cells."
    },
    {
      "class": "guardiao-de-firewall",
      "animation": "death",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Guardião de Firewall. Broad heavy red armor, orange luminous visor and accents, heavy energy pistol in right hand and translucent orange holographic shield in left hand. Keep equipment on correct anatomical hands at all angles, including rear views.\nANIMATION: death. Eight actual collapse phases: upright weakened, knees buckle, stoop, begin falling, body drops, reach floor, settle, final collapsed still body. Final frame must be visibly lying collapsed, NOT standing. Gear falls close to body and remains within tile; drone powers down near architect. No gore, no skeleton, no disappearance, no world background. Final frame held, not looping.\nLAYOUT: EXACTLY 8 columns by 8 rows = 64 complete frames. Canvas aspect ratio 8:8, final sheet 512x512, equal square cells."
    },
    {
      "class": "arquiteto-neural",
      "animation": "idle",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nCHARACTER: Arquiteto Neural. Silver lilac ponytail, glasses, white and lilac futuristic technical coat, energy-emitter glove, tablet, one little hovering white/lilac AI drone. Drone stays next to character in every frame, does not duplicate, and remains inside tile.\nANIMATION: idle. A restrained breathing idle loop. Six phases: rest, inhale begins, shoulders lift subtly, inhale peak, shoulders settle, exhale toward rest. Feet and body pivot remain fixed; only upper body, hair tips and neon gently vary. Subtle but visibly distinct consecutive poses; smoothly loops to first.\nLAYOUT: EXACTLY 6 columns by 8 rows = 48 complete frames. Canvas aspect ratio 6:8. At final scale sheet 384x512. Tiles are square."
    },
    {
      "class": "arquiteto-neural",
      "animation": "walk",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Arquiteto Neural. Silver lilac ponytail, glasses, white and lilac futuristic technical coat, energy-emitter glove, tablet, one little hovering white/lilac AI drone. Drone stays next to character in every frame, does not duplicate, and remains inside tile.\nANIMATION: walk. An actual eight-phase in-place walking cycle. Contact with left foot forward; left down; left passing; left up; right foot forward contact; right down; right passing; right up. Alternate leg and opposite arm motion, weapon carried naturally, small consistent torso bob. No world translation. Last pose loops to first.\nLAYOUT: EXACTLY 8 columns by 8 rows = 64 complete frames. Canvas aspect ratio 8:8, final sheet 512x512, equal square cells."
    },
    {
      "class": "arquiteto-neural",
      "animation": "attack",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Arquiteto Neural. Silver lilac ponytail, glasses, white and lilac futuristic technical coat, energy-emitter glove, tablet, one little hovering white/lilac AI drone. Drone stays next to character in every frame, does not duplicate, and remains inside tile.\nANIMATION: attack. A directional basic attack, exactly six coherent phases: ready, anticipation, windup, active strike or muzzle discharge, follow-through, return to ready. Hunter: slash with digital dagger, short green arc. Guardian: aim and fire heavy energy pistol, one small orange muzzle flash and recoil, maintain shield. Architect: thrust energy glove, short lilac digital pulse, drone supports. Technomancer: thrust staff and emit short cyan pulse. Active attack points in that row's facing direction. Effects remain within tile; no enemies.\nLAYOUT: EXACTLY 6 columns by 8 rows = 48 complete frames. Canvas aspect ratio 6:8, final sheet 384x512, equal square cells."
    },
    {
      "class": "arquiteto-neural",
      "animation": "skill",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Arquiteto Neural. Silver lilac ponytail, glasses, white and lilac futuristic technical coat, energy-emitter glove, tablet, one little hovering white/lilac AI drone. Drone stays next to character in every frame, does not duplicate, and remains inside tile.\nANIMATION: skill. Eight coherent phases: ready, gather energy, charge low, charge high, release skill, release peak, dissipate, recover to ready. Hunter: digital-green overclock dagger and short glitch afterglow, same single body. Guardian: overcharge orange holographic firewall shield, expand bright shield edge within tile. Architect: command AI drone, drone flares lilac and glove forms small network hologram. Technomancer: staff channels cyan digital circuit burst. Visible intentional changing poses and effect size; keep effects inside tile. No other characters.\nLAYOUT: EXACTLY 8 columns by 8 rows = 64 complete frames. Canvas aspect ratio 8:8, final sheet 512x512, equal square cells."
    },
    {
      "class": "arquiteto-neural",
      "animation": "defense",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Arquiteto Neural. Silver lilac ponytail, glasses, white and lilac futuristic technical coat, energy-emitter glove, tablet, one little hovering white/lilac AI drone. Drone stays next to character in every frame, does not duplicate, and remains inside tile.\nANIMATION: defense. Six coherent defensive phases: ready, brace preparation, guard raised, guard absorbs a small localized energy pulse, settle while guarded, return to ready. Hunter: guarded crouch with dagger. Guardian: interpose orange shield. Architect: glove and drone make compact lilac barrier. Technomancer: hold staff crosswise making compact cyan digital ward. No enemies. Clear guard pose directed toward row facing.\nLAYOUT: EXACTLY 6 columns by 8 rows = 48 complete frames. Canvas aspect ratio 6:8, final sheet 384x512, equal square cells."
    },
    {
      "class": "arquiteto-neural",
      "animation": "hit",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Arquiteto Neural. Silver lilac ponytail, glasses, white and lilac futuristic technical coat, energy-emitter glove, tablet, one little hovering white/lilac AI drone. Drone stays next to character in every frame, does not duplicate, and remains inside tile.\nANIMATION: hit. Six coherent hit reaction phases: normal stance, small impact spark on torso, recoil backward relative to facing, recoil peak with bent knees, regain balance, recover ready. Preserve outfit colors, don't white-flash whole character. Feet close to fixed pivot, no large displacement, no gore, no attacker.\nLAYOUT: EXACTLY 6 columns by 8 rows = 48 complete frames. Canvas aspect ratio 6:8, final sheet 384x512, equal square cells."
    },
    {
      "class": "arquiteto-neural",
      "animation": "death",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Arquiteto Neural. Silver lilac ponytail, glasses, white and lilac futuristic technical coat, energy-emitter glove, tablet, one little hovering white/lilac AI drone. Drone stays next to character in every frame, does not duplicate, and remains inside tile.\nANIMATION: death. Eight actual collapse phases: upright weakened, knees buckle, stoop, begin falling, body drops, reach floor, settle, final collapsed still body. Final frame must be visibly lying collapsed, NOT standing. Gear falls close to body and remains within tile; drone powers down near architect. No gore, no skeleton, no disappearance, no world background. Final frame held, not looping.\nLAYOUT: EXACTLY 8 columns by 8 rows = 64 complete frames. Canvas aspect ratio 8:8, final sheet 512x512, equal square cells."
    },
    {
      "class": "tecnomante",
      "animation": "idle",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nCHARACTER: Tecnomante. Silver ponytail, white/electric-blue technological long jacket, cyan luminous circuits, futuristic straight staff with blue cube emitter, blue holographic digital energy in other hand. Entire staff inside tile, no medieval fantasy.\nANIMATION: idle. A restrained breathing idle loop. Six phases: rest, inhale begins, shoulders lift subtly, inhale peak, shoulders settle, exhale toward rest. Feet and body pivot remain fixed; only upper body, hair tips and neon gently vary. Subtle but visibly distinct consecutive poses; smoothly loops to first.\nLAYOUT: EXACTLY 6 columns by 8 rows = 48 complete frames. Canvas aspect ratio 6:8. At final scale sheet 384x512. Tiles are square."
    },
    {
      "class": "tecnomante",
      "animation": "walk",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Tecnomante. Silver ponytail, white/electric-blue technological long jacket, cyan luminous circuits, futuristic straight staff with blue cube emitter, blue holographic digital energy in other hand. Entire staff inside tile, no medieval fantasy.\nANIMATION: walk. An actual eight-phase in-place walking cycle. Contact with left foot forward; left down; left passing; left up; right foot forward contact; right down; right passing; right up. Alternate leg and opposite arm motion, weapon carried naturally, small consistent torso bob. No world translation. Last pose loops to first.\nLAYOUT: EXACTLY 8 columns by 8 rows = 64 complete frames. Canvas aspect ratio 8:8, final sheet 512x512, equal square cells."
    },
    {
      "class": "tecnomante",
      "animation": "attack",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Tecnomante. Silver ponytail, white/electric-blue technological long jacket, cyan luminous circuits, futuristic straight staff with blue cube emitter, blue holographic digital energy in other hand. Entire staff inside tile, no medieval fantasy.\nANIMATION: attack. A directional basic attack, exactly six coherent phases: ready, anticipation, windup, active strike or muzzle discharge, follow-through, return to ready. Hunter: slash with digital dagger, short green arc. Guardian: aim and fire heavy energy pistol, one small orange muzzle flash and recoil, maintain shield. Architect: thrust energy glove, short lilac digital pulse, drone supports. Technomancer: thrust staff and emit short cyan pulse. Active attack points in that row's facing direction. Effects remain within tile; no enemies.\nLAYOUT: EXACTLY 6 columns by 8 rows = 48 complete frames. Canvas aspect ratio 6:8, final sheet 384x512, equal square cells."
    },
    {
      "class": "tecnomante",
      "animation": "skill",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Tecnomante. Silver ponytail, white/electric-blue technological long jacket, cyan luminous circuits, futuristic straight staff with blue cube emitter, blue holographic digital energy in other hand. Entire staff inside tile, no medieval fantasy.\nANIMATION: skill. Eight coherent phases: ready, gather energy, charge low, charge high, release skill, release peak, dissipate, recover to ready. Hunter: digital-green overclock dagger and short glitch afterglow, same single body. Guardian: overcharge orange holographic firewall shield, expand bright shield edge within tile. Architect: command AI drone, drone flares lilac and glove forms small network hologram. Technomancer: staff channels cyan digital circuit burst. Visible intentional changing poses and effect size; keep effects inside tile. No other characters.\nLAYOUT: EXACTLY 8 columns by 8 rows = 64 complete frames. Canvas aspect ratio 8:8, final sheet 512x512, equal square cells."
    },
    {
      "class": "tecnomante",
      "animation": "defense",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Tecnomante. Silver ponytail, white/electric-blue technological long jacket, cyan luminous circuits, futuristic straight staff with blue cube emitter, blue holographic digital energy in other hand. Entire staff inside tile, no medieval fantasy.\nANIMATION: defense. Six coherent defensive phases: ready, brace preparation, guard raised, guard absorbs a small localized energy pulse, settle while guarded, return to ready. Hunter: guarded crouch with dagger. Guardian: interpose orange shield. Architect: glove and drone make compact lilac barrier. Technomancer: hold staff crosswise making compact cyan digital ward. No enemies. Clear guard pose directed toward row facing.\nLAYOUT: EXACTLY 6 columns by 8 rows = 48 complete frames. Canvas aspect ratio 6:8, final sheet 384x512, equal square cells."
    },
    {
      "class": "tecnomante",
      "animation": "hit",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Tecnomante. Silver ponytail, white/electric-blue technological long jacket, cyan luminous circuits, futuristic straight staff with blue cube emitter, blue holographic digital energy in other hand. Entire staff inside tile, no medieval fantasy.\nANIMATION: hit. Six coherent hit reaction phases: normal stance, small impact spark on torso, recoil backward relative to facing, recoil peak with bent knees, regain balance, recover ready. Preserve outfit colors, don't white-flash whole character. Feet close to fixed pivot, no large displacement, no gore, no attacker.\nLAYOUT: EXACTLY 6 columns by 8 rows = 48 complete frames. Canvas aspect ratio 6:8, final sheet 384x512, equal square cells."
    },
    {
      "class": "tecnomante",
      "animation": "death",
      "prompt": "Use case: stylized-concept\nAsset type: production pixel-art ANIMATION SPRITESHEET, fully transparent PNG.\nInput image 1 is the APPROVED 64x64 BASE SPRITE and is the identity/style reference. Preserve that exact costume, palette, proportions, equipment and soft near-black outline. Produce artistic animation poses of that same character.\nPixel art: genuine coarse deliberate uniform square pixel clusters designed for 64x64 tiles, limited two/three shade ramps, strong silhouette, bright neon, no smooth illustration, no antialiasing. Top-down slightly elevated game camera, see head tops and shoulders. Consistent character scale in every frame and every row.\nCRITICAL GRID: a perfectly regular contact sheet with EXACTLY 8 equal-height ROWS. Each row contains the requested number of equal-width COLUMNS. One complete animation frame per tile, no extra frames, no missing cells, no gutters, no outer margins. Transparent canvas fills exact grid. NO drawn gridlines, NO labels, NO text, NO numbers. Every tile is square, corresponding to final 64x64 pixels. You may render enlarged, but maintain perfect grid geometry.\nEach character and its equipment/effects fits fully inside its own tile with a 3px safe margin (at target 64px). No adjacent tile overlap. Ground pivot centered horizontally at x32,y58 inside each tile, stable across animation. NEVER crop heads, weapons, feet, drone or effects.\nDIRECTIONS: Each row shows a DIFFERENT FIXED facing throughout the row. Top to bottom exactly:\nRow 1 SOUTH (S), facing viewer, front visible.\nRow 2 SOUTHWEST (SW), front-left diagonal.\nRow 3 WEST (W), left-facing profile.\nRow 4 NORTHWEST (NW), rear-left diagonal.\nRow 5 NORTH (N), full back view, face invisible.\nRow 6 NORTHEAST (NE), rear-right diagonal.\nRow 7 EAST (E), right-facing profile.\nRow 8 SOUTHEAST (SE), front-right diagonal, matching base orientation.\nThese are eight animation directions, NOT a turn animation. In each row time progresses left to right. Must show real back views for N/NW/NE, NOT front poses repeated.\nTransparent background alpha=0 outside sprites, no floor, no shadows, no checkerboard artwork, no scenery, no enemy. No UI, captions, borders or watermark.\nAlpha constraint: absolutely NO ambient bloom, NO glow haze, NO colored aura surrounding bodies, NO semitransparent gray backdrop. Clean transparent space between every sprite, hard crisp sprite edges. Keep all poses smaller than the tile. At least 8% empty transparent tile margin on every side including first/last rows.\nCHARACTER: Tecnomante. Silver ponytail, white/electric-blue technological long jacket, cyan luminous circuits, futuristic straight staff with blue cube emitter, blue holographic digital energy in other hand. Entire staff inside tile, no medieval fantasy.\nANIMATION: death. Eight actual collapse phases: upright weakened, knees buckle, stoop, begin falling, body drops, reach floor, settle, final collapsed still body. Final frame must be visibly lying collapsed, NOT standing. Gear falls close to body and remains within tile; drone powers down near architect. No gore, no skeleton, no disappearance, no world background. Final frame held, not looping.\nLAYOUT: EXACTLY 8 columns by 8 rows = 64 complete frames. Canvas aspect ratio 8:8, final sheet 512x512, equal square cells."
    }
  ]
}
