Cast designs: shortlist README, shared style rules, prior-art facts
Seven characters, Persona-style chibi bust portraits, render process with one hypothesis per prompt. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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cast-designs/README.md
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# Cast designs: the shortlist
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Seven characters get real designs before anyone else in the swarm does.
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The operator, 2026-10-10: "none of these guys are gonna make it to the swarm.
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I want Libby, Heimdall, Kiko, Aqua, Weksa, Nibu, Eureka."
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| Character | Body (repo) | Key colour | File |
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|---|---|---|---|
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| Eureka | the Mind herself | ember orange `#ff8a2a` | [eureka.md](eureka.md) |
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| Libby | CultLib | reading-lamp green `#2fbf71` | [libby.md](libby.md) |
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| Heimdall | Heimdall | cobalt `#3466ff` | [heimdall.md](heimdall.md) |
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| Kiko | StreamPixels | stream magenta `#ff3fa4` | [kiko.md](kiko.md) |
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| Aqua | AquaSynth | tank cyan `#22d3e6` | [aqua.md](aqua.md) |
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| Weksa | weksa | terracotta `#d9483b` | [weksa.md](weksa.md) |
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| Nibu | AetheriaLore | violet `#9a6bff` | [nibu.md](nibu.md) |
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Each file holds three design directions (A, B, C) that differ in silhouette
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and concept, a ready-to-run design-sheet prompt per direction, and the
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portrait set spec. Facts behind the style rules are in
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[research/style-prior-art.md](research/style-prior-art.md).
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## What failed, so it is not repeated
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The sticker rig (`self/cast-stickers`) drew every character on one shared body
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and swapped hair and props. At thumbnail size all 24 read as the same figure in
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different wigs: tiny full bodies, no dominant shape, no hook. These designs
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start from the opposite end: silhouette first, one hook per character, and the
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face large enough to carry the expression.
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## Style target
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Chibi anime **bust portraits** in the manner of Persona dialogue UI: head and
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shoulders, angled toward the text box, one expression per line of dialogue,
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inside a graphic frame keyed to the character's colour. Persona Q is the
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series' own precedent for this: Soejima redrew the P3/P4 casts as
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super-deformed and kept each character's standout features exaggerated so
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they survived the shrink.
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- Proportions: 2.5 heads tall on the full-body sheet (the 2 to 3 head chibi
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band). In the bust, the head fills 55 to 65 percent of frame height.
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- The bust is the product. The full-body turnaround exists to lock the design;
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it is reference, not a sticker.
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## Shared rules: what makes the set cohere
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The set coheres by **rendering**; the characters differ by **shape and hue**.
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1. **Line.** Bold dark outline, outer silhouette line about twice the weight of
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inner lines. Line colour is a dark shade of the character's key colour, never
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pure black.
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2. **Rendering.** Flat cel shading: one base tone and one shadow tone per
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material, plus a single rim light in the key colour on the side away from
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the light. No gradients on skin, no texture, no painterly blending, no pixel
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art, no 3D look.
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3. **Eyes.** Large anime eyes with two specular highlights, same construction
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for everyone. Eye shape (round, almond, sharp, hooded) is a per-character
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choice and part of the design.
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4. **Framing.** Bust cropped at mid-chest, three-quarter view, character faces
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screen right toward the text box; light from upper left. The baseline (shoulder
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line, eye line) stays fixed across a character's whole expression set so the
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portrait does not jump between lines.
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5. **Palette discipline.** Each character owns one key hue, fixed across all
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three directions, and no two characters share it. A direction's palette is 4
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to 6 colours: key, a dark of the key for line and deep shadow, one skin or
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body tone, one neutral, one accent. The accent may borrow another
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character's hue only if it covers under 10 percent of the figure.
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6. **UI frame.** Portraits sit on the GameCult ground `#07111a` in a
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parallelogram card, edge-lit in the character's key colour, nameplate in IBM
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Plex Mono uppercase tracked wide (the brand label face). The frame is
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composited, never rendered into the image.
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## What keeps them from being samey
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- **One dominant shape language per character**, and each one different:
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Libby squares, Heimdall arcs and spikes, Kiko stepped pixels, Aqua circles,
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Weksa flowing lines, Nibu swept wedges, Eureka a spark on a circle.
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- **The hook is above the shoulders.** A bust only shows head and shoulders, so
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every hook is hair, headwear, ears, a held prop raised to the face, or a
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collar. A hook on the boots does not exist in this product.
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- **Silhouette test, cast-wide.** Fill each bust black, shrink to 48 px, put all
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seven side by side. Every one must be nameable. If two collide, the later
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direction changes, not the rendering rules.
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- **No shared body.** Body type, head shape, eye shape and hair mass are
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per-character design decisions written into each direction.
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## Render process
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From `~/.claude/doctrine/images.md` and the concept-mill rule
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(image-prompts-test-hypotheses):
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1. **Every render tests one stated hypothesis.** Each prompt below states it.
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Record hypothesis, variable, observation and the operator's verdict in a
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results table beside the renders.
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2. **One variable per variant, against a named baseline.** The first render of
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a direction is its baseline. A follow-up changes one thing (hook size, palette
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accent, the style block's line clause) and says which.
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3. **The exact prompt is saved beside each image**, same base filename, `.md`
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with the generation mode or model recorded. An image without its prompt is
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not a deliverable.
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4. **Renders are from scratch.** Carry what worked forward by rewriting the
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prompt, never by editing a prior render or feeding it back as a reference.
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5. **The style block is not sacred.** When a round points at a clause, edit it,
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name the edit as that round's variable, and promote what holds back into this
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README.
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Suggested layout: `cast-designs/renders/<character>/<direction>-r<round>-<variant>.png`
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with its `.md` prompt twin, and `cast-designs/renders/<character>/results.md`.
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### Style block v1 (inlined in every prompt)
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> chibi anime character design, 2.5 heads tall super-deformed proportions,
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> oversized head, large expressive anime eyes with two highlights, bold clean
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> outline thicker on the outer silhouette than on inner lines, line colour a dark
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> shade of the key colour, flat cel shading with one shadow tone and one rim
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> light, no gradients, no texture, no pixel art, no 3D render. Character design
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> sheet on a plain off-white background: on the left a large bust portrait, head
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> and shoulders cropped at mid-chest, three-quarter view facing right; on the
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> right a full-body chibi turnaround, front, three-quarter, side and back, neutral
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> standing pose, all at the same height. No text, no logos, no watermark.
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## Order of rendering
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Round 1 renders one direction per character, chosen for the strongest
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above-the-shoulder hook, to test the style block itself across the cast before
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spending renders on alternatives. See the end of each character file for its
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candidate and the reason.
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# Style prior art: Persona portraits, chibi proportions, iconic reads
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Facts gathered 2026-10-10 for the cast-designs shortlist. Each line says what the
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source states; where no primary source was found, the line says so. Conclusions
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drawn from these facts live in `../README.md`, not here.
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## Persona series art direction and UI
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- Shigenori Soejima has been the Persona series character designer and art
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director since Persona 3 (2006), succeeding Kazuma Kaneko.
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Source: [Wikipedia, Shigenori Soejima](https://en.wikipedia.org/wiki/Shigenori_Soejima).
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- Each mainline game is keyed to one colour: art director Masayoshi Sudou says
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Persona 3's main colour was teal, Persona 4's "a vivid yellow", Persona 5's
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"a crimson red", with black and white text chosen against it.
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Source: [Famitsu interview translated by SegaBits](https://segabits.com/?p=54918).
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- Kazuhisa Wada says Persona 5's UI design and red-and-black colouring were chosen
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from the game's theme and message, and contrasts P5's warm colours with
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Persona 3 Reload's cold ones.
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Source: [GamerBraves interview](https://gamerbraves.com/?p=129988).
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- Sudou and Soejima met often during Persona 3 to brainstorm the GUI; the same
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look extended to the website.
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Source: [SegaBits / Famitsu](https://segabits.com/?p=54918).
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- Persona 5's interface makes heavy use of character portraits and 3D models;
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Joker stays in the menu background and changes pose with the selected item.
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Source: [Mechanics of Magic, Visual Design of Games: Persona 5](https://mechanicsofmagic.com/2022/04/23/visual-design-of-games-persona-5/).
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- Persona 3 Reload remade the dialogue portraits and kept characters' signature
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expressions; one cited example is the protagonist's deadpan stare.
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Source: [Yahoo / GamesRadar on Reload portraits](https://sg.news.yahoo.com/persona-3-fans-really-hope-162644075.html),
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[Gematsu, Reload announcement](https://www.gematsu.com/2023/06/persona-3-reload-announced-for-xbox-series-xbox-one-and-pc).
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- Not found in a primary source: the exact expression count per character, or a
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written spec for dialogue-portrait framing. What the README says about bust
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framing (head and shoulders, angled toward the text box, one expression per
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line of dialogue) is observed convention across the games, not a cited rule.
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## Persona Q: the series' own chibi redesign
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- Persona Q (3DS, 2014) redrew the P3 and P4 casts as super-deformed chibi; Soejima
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did the redesigns and said it was his first time working in that style.
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Source: [Wikipedia, Persona Q](https://en.wikipedia.org/wiki/Persona_Q:_Shadow_of_the_Labyrinth),
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[Game Informer feature, 2014](https://www.gameinformer.com/b/features/archive/2014/07/18/a-glimpse-into-the-mind-of-personas-art-director.aspx).
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- His two stated reasons: kinship with Etrian Odyssey's look, and the small 3DS
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screen, where full-proportion designs would look cramped.
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Source: [Nintendo Everything](https://nintendoeverything.com/tag/shigenori-soejima/),
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[Nintenderos (Spanish)](https://www.nintenderos.com/2014/10/el-disenador-de-persona-q-nos-habla-sobre-el-estilo-del-juego/).
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- His method, as reported: find what makes each character stand out, then adjust
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those features so they stay recognisable after deformation.
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Source: [Game Informer](https://www.gameinformer.com/b/features/archive/2014/07/18/a-glimpse-into-the-mind-of-personas-art-director.aspx).
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## Chibi proportions
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- Chibi / super-deformed figures are usually 2 to 3 heads tall; guides range up
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to 4, and SD is quoted at 2 to 5 depending on style and age.
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Sources: [Wikipedia, Chibi (style)](https://www.wikipedia.org/wiki/Q-version),
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[Clip Studio tips, chibi body ratio](https://tips.clip-studio.com/es-es/articles/4806?org=1),
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[intfiction forum thread](https://intfiction.org/t/video-games-of-characters-with-short-proportions/63241).
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- Wikipedia puts the SD head at one third to one half of total height and notes
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that details such as jacket folds are dropped in favour of general shapes.
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Source: [Wikipedia, Chibi (style)](https://www.wikipedia.org/wiki/Q-version).
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- Terminology is loose: "SD" names the head-to-body ratio, "chibi" connotes small,
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round and childlike; the terms are used interchangeably. Source: forum
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discussion above (opinion, not a reference work).
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## Iconic reads at small size
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- Valve's TF2 paper (Mitchell, Francke, Eng, NPAR 2007): the nine classes were
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given distinct silhouettes and remain identifiable as pure silhouettes; the
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silhouette-only test was used during concept work.
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Source: [Illustrative Rendering in Team Fortress 2](https://www.cs.princeton.edu/courses/archive/fall07/cos597B/papers/mitchell-team-fortress.pdf).
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- The same paper: body proportions, weapons, and lines made by hats, footwear and
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clothing folds were designed to make each outline unique; interior folds echo
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the outer silhouette.
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Source: same paper; [Valve NPAR07 slides](https://cdn.fastly.steamstatic.com/apps/valve/2007/NPAR07_IllustrativeRenderingInTeamFortress2_Slides.pdf).
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- TF2's read hierarchy: team from colour, class from silhouette and shape,
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weapon from the rest of the outline.
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Source: [GDC 2008, Stylization With a Purpose](https://cdn.steamstatic.com/apps/valve/2008/GDC2008_StylizationWithAPurpose_TF2.pdf).
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- Practitioner guides (blog-grade, rules of thumb): fill the figure black and view
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it at about 32x32 px; check the whole cast side by side; circles read friendly,
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squares stable, triangles sharp or dangerous; keep 2 to 5 core colours with one
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signature accent; order of work is silhouette, then colour, then detail.
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Sources: [Bugnet, character design basics](https://bugnet.io/blog/character-design-basics-for-indie-devs),
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[Made Good Designs](https://madegooddesigns.com/character-design-basics/).
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## Expression sets in portrait-driven games
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- Commercial visual-novel sprite packs ship 6 to 33 expressions per character;
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a common core is neutral, smile, sad, angry, surprised, often plus one
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character-specific state. Packs keep framing and baseline identical across
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expressions so the sprite does not jump when it changes.
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Sources: [itch.io Luna collection](https://prometheus-pictures.itch.io/luna-emotional-sprite-collection-33-expressions-for-visual-novels-rpgs-romance),
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[itch.io convenience-store worker set](https://pompack.itch.io/friendly-convenience-store-worker).
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Market practice, not an industry standard.
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