[
  {
    "id": "hero-turnaround",
    "prompt": "Use case: style-transfer. Make an EIGHT VIEW TURNAROUND sprite sheet of ONLY the HERO shown in the TOP ROW of the reference in front/back/side views. Ignore scribbled-out figure and all boxed NPCs. Hero: square head, short flat orange-red hair, pale cream face with simple friendly eyes and smile, cream blocky tunic bordered orange, orange belt, rectangular arms, short blocky legs, rust boots. Back reference has triangular orange-red hair/scarf shape over upper back; preserve that. No hat, no green costume, no sword invented. Slight elevated top-down 3/4 orthographic camera as early NES adventure game, not isometric, not side platformer. EXACTLY 4 columns by 2 rows, equal square cells, identical size hero centered in each cell with broad padding. Directions in reading order: SOUTH facing viewer; SOUTHWEST facing down-left; WEST left profile; NORTHWEST away-left; NORTH back facing away (NO FACE ON BACK); NORTHEAST away-right; EAST right profile; SOUTHEAST down-right. Rotate character around vertical world axis, never rotate/tilt whole image. Clean TRUE 8-bit pixel art, uniform square pixels, 10 solid colors, dark rust outlines, no glow/shadows/gradient/texture. Transparent background, no grid or text, exactly eight figures."
  },
  {
    "id": "frank",
    "prompt": "Use case: style-transfer. ANIMATION SHEET of one NPC from reference drawing. ONLY the boxed character labelled FRANK, middle-left: smiling blocky human, tall pointed orange cap, cream tunic with orange trim, two arms, two short legs. Keep both arms. Full frontal camera-facing at all times. 8 poses in exactly FOUR COLUMNS by TWO ROWS, equal square cells, large gaps, fixed scale and feet baseline each row. Top row movement: Four-frame gentle walking in place, alternating short legs and subtle arm swing. Bottom row interaction: Four-frame friendly greeting: arm starts lifting, open palm raised, small wave, return. Slight elevated top-down adventure sprite view, always front-facing to camera, never back view. TRUE 8-bit pixel art, blocky geometry, cream and orange/rust palette with dark rust outline. No green tunic, no copying an existing videogame character. No glow, gradient, texture, shadow, text, boxes or labels. Transparent background. Eight figures ONLY, isolate referenced character."
  },
  {
    "id": "jake",
    "prompt": "Use case: style-transfer. ANIMATION SHEET of one NPC from reference drawing. ONLY boxed character labelled JAKE middle-center: smiling block human with pointed orange cap, cream tunic with orange trim, two legs, ONLY ONE ARM visible on viewer LEFT. The other arm on viewer RIGHT is missing, as annotated. Keep absent arm absent in EVERY frame, healed non-graphic. Front-facing at all times. 8 poses in exactly FOUR COLUMNS by TWO ROWS, equal square cells, large gaps, fixed scale and feet baseline each row. Top row movement: Four-frame walk: alternating legs, remaining arm counterbalances, stable torso. Bottom row interaction: Four-frame greeting using ONLY the one remaining arm: lift, wave, settle, return. No second arm EVER. Slight elevated top-down adventure sprite view, always front-facing to camera, never back view. TRUE 8-bit pixel art, blocky geometry, cream and orange/rust palette with dark rust outline. No green tunic, no copying an existing videogame character. No glow, gradient, texture, shadow, text, boxes or labels. Transparent background. Eight figures ONLY, isolate referenced character."
  },
  {
    "id": "akiy",
    "prompt": "Use case: style-transfer. ANIMATION SHEET of ONLY one reference NPC. ONLY boxed small warrior labelled AKIY bottom-left: small smiling orange/cream block human with pointed orange cap, two legs, huge upright orange sword held at viewer RIGHT. Preserve huge sword and small body. Front-facing always. Exactly FOUR COLUMNS by TWO ROWS, 8 full figures with wide transparent gaps and same scale. Top row movement: Four-frame walk with alternating legs and sword carried upright. Bottom row action: Four-frame sword attack: ready, raise sword, swing sword with short orange slash arc, recover. Keep camera-facing torso. Every pose keeps the same camera-facing view. Slight elevated top-down orthographic adventure sprite look. Preserve hand-drawn geometry. Palette orange/rust/cream with dark rust outline, uniform hard square pixel grid. No glow, gradient, soft edge, texture, text or labels. No extra characters. Transparent background. Exactly 4 columns 2 rows."
  },
  {
    "id": "loky",
    "prompt": "Use case: style-transfer. ANIMATION SHEET of ONLY one reference NPC. ONLY boxed creature labelled LOKY bottom-center: smiling orange-outlined cream cat/animal head with two pointed ears on the LEFT, no separate legs, body is a stepped mound descending toward RIGHT, long wide flat base/tail extending right. Faithfully preserve unusual staircase silhouette, no humanoid additions. Front face of head always visible. Exactly FOUR COLUMNS by TWO ROWS, 8 full figures with wide transparent gaps and same scale. Top row movement: Four-frame elastic crawling/sliding, rippling the staircase body and swaying flat tail, face always visible. Bottom row action: Four-frame friendly interaction: ears perk, head raises, mouth opens in happy chirp with tiny orange pixel spark, settles. Every pose keeps the same camera-facing view. Slight elevated top-down orthographic adventure sprite look. Preserve hand-drawn geometry. Palette orange/rust/cream with dark rust outline, uniform hard square pixel grid. No glow, gradient, soft edge, texture, text or labels. No extra characters. Transparent background. Exactly 4 columns 2 rows."
  },
  {
    "id": "quadrato",
    "prompt": "Use case: style-transfer. ANIMATION SHEET of ONLY one reference NPC. ONLY boxed character labelled QUADRATO bottom-right: a SIMPLE solid ORANGE SQUARE with slightly blocky jagged top, NO face, NO eyes, NO limbs. Do not invent facial features. Front-facing square. Exactly FOUR COLUMNS by TWO ROWS, 8 full figures with wide transparent gaps and same scale. Top row movement: Four-frame tiny hopping square: neutral square, squat rectangle, stretched jump, land. Preserve plain orange surface. Bottom row action: Four-frame interaction pulse: square contracts, expands, flashes brighter orange with tiny corner pixels, returns. No face or limbs. Every pose keeps the same camera-facing view. Slight elevated top-down orthographic adventure sprite look. Preserve hand-drawn geometry. Palette orange/rust/cream with dark rust outline, uniform hard square pixel grid. No glow, gradient, soft edge, texture, text or labels. No extra characters. Transparent background. Exactly 4 columns 2 rows."
  },
  {
    "id": "hero-walk-cardinal",
    "prompt": "Use case: style-transfer. Production directional WALK animation sheet using same hero as turnaround reference. EXACTLY FOUR COLUMNS and FOUR ROWS, 16 full-body figures. Each ROW is one direction, each COLUMN is successive walk step: left step, passing pose, right step, passing pose. Rows top to bottom: 1 SOUTH toward viewer; 2 WEST left profile; 3 NORTH away from viewer, only back of head, NO FACE; 4 EAST right profile. All four figures WITHIN A ROW face SAME direction. Alternate legs and counter-swing arms. Never turn during walking within row. Same orange-red hair, cream tunic, orange belt and boots, triangular orange scarf on back, same proportions and palette as reference. Slight elevated top-down orthographic NES adventure camera, no isometric. Fixed scale and identical square cells with generous transparent gaps, each full figure anchored at its feet. TRUE hard-edged pixel art, max 12 flat colors, no shadows/glow/gradient/texture/text/lines. Transparent background. 16 characters in 4x4 GRID."
  },
  {
    "id": "hero-walk-diagonal",
    "prompt": "Use case: style-transfer. Production directional WALK animation sheet using same hero as turnaround reference. EXACTLY FOUR COLUMNS and FOUR ROWS, 16 full-body figures. Each ROW is one direction, each COLUMN is successive walk step: left step, passing pose, right step, passing pose. Rows top to bottom: 1 SOUTHWEST down-left three-quarter; 2 NORTHWEST away-left, mostly BACK of head; 3 NORTHEAST away-right, mostly BACK of head; 4 SOUTHEAST down-right three-quarter. All four figures WITHIN A ROW face SAME direction. Alternate legs and counter-swing arms. Never turn during walking within row. Same orange-red hair, cream tunic, orange belt and boots, triangular orange scarf on back, same proportions and palette as reference. Slight elevated top-down orthographic NES adventure camera, no isometric. Fixed scale and identical square cells with generous transparent gaps, each full figure anchored at its feet. TRUE hard-edged pixel art, max 12 flat colors, no shadows/glow/gradient/texture/text/lines. Transparent background. 16 characters in 4x4 GRID."
  },
  {
    "id": "hero-attack-cardinal",
    "prompt": "Use case: style-transfer. Directional ATTACK animation sheet of reference hero, EXACTLY 4 COLUMNS x 4 ROWS, 16 whole figures. Row directions top to bottom: 1: SOUTH toward viewer; 2: WEST left profile; 3: NORTH away from viewer, only BACK and no face; 4: EAST right profile. Within EACH ROW ALL 4 frames face THAT SAME direction. Column sequence: 1 ready with hands close; 2 pull one hand back charging; 3 thrust palm along facing direction with TINY orange energy muzzle spark touching palm; 4 return hands to normal. No sword or weapon. Front/back/profile distinctions MUST be correct. Preserve orange red hair, pale cream tunic, orange belt and rust boots, triangular orange scarf only on back. Same body proportions as reference, simple 8-bit pixel art with flat colors and dark outlines, no shadows/glow/blur/gradient/text. Slight elevated orthographic adventure view. Equal square cells and fixed feet anchor/scale, broad margins around every character so no touch or clipping. Transparent background. 4 columns and 4 rows."
  },
  {
    "id": "hero-attack-diagonal",
    "prompt": "Use case: style-transfer. Directional ATTACK animation sheet of reference hero, EXACTLY 4 COLUMNS x 4 ROWS, 16 whole figures. Row directions top to bottom: 1: SOUTHWEST down-left; 2: NORTHWEST away-left, back three-quarter; 3: NORTHEAST away-right, back three-quarter; 4: SOUTHEAST down-right. Within EACH ROW ALL 4 frames face THAT SAME direction. Column sequence: 1 ready with hands close; 2 pull one hand back charging; 3 thrust palm along facing direction with TINY orange energy muzzle spark touching palm; 4 return hands to normal. No sword or weapon. Front/back/profile distinctions MUST be correct. Preserve orange red hair, pale cream tunic, orange belt and rust boots, triangular orange scarf only on back. Same body proportions as reference, simple 8-bit pixel art with flat colors and dark outlines, no shadows/glow/blur/gradient/text. Slight elevated orthographic adventure view. Equal square cells and fixed feet anchor/scale, broad margins around every character so no touch or clipping. Transparent background. 4 columns and 4 rows."
  },
  {
    "id": "props-animated",
    "prompt": "Create ONE coherent animated dungeon-object tileset sprite atlas. EXACTLY FOUR COLUMNS by FOUR ROWS, 16 isolated object poses in equal square cells, wide transparent gaps. Orthographic slightly elevated top-down early NES adventure view, blocky 8-bit pixel art dark navy outlines, stone blue-gray, wood brown, cyan/violet magic, orange fire. ROW 1 four frames of ordinary wooden TREASURE CHEST opening: closed, lid lifting, open with gold inside, open. NOT a monster and no teeth. ROW 2 four animation frames of an OCTAGONAL STONE PORTAL RING lying horizontally on ground, cyan/violet rotating pixel energy INSIDE, shape identical. ROW 3 four frames orange FIRE FLAME flickering on small dark stone hearth. ROW 4 four frames of large wooden BALLISTA crossbow pointing LEFT: ready, string drawn, firing tiny bolt at left muzzle, recover. All parts contained each cell; every row identical scale and anchor. Actual transparent background. No text, grid lines, shadows, glow or gradients; strictly solid limited colors. Use room drawing references only to establish these object shapes, don't reproduce room or lettering."
  },
  {
    "id": "props-static",
    "prompt": "Create ONE dungeon object TILESET atlas, exactly FOUR COLUMNS by TWO ROWS, 8 isolated props in equal square cells with broad transparent gaps. Orthographic elevated top-down classic NES adventure view, crisp 8-bit grid, limited palette of dark navy, gray stone, brown wood, cyan highlights. Reading order: 1 iron-bar PRISON GATE with stone posts; 2 small wall-mounted ARROW TRAP with leftward arrow muzzle; 3 flight of broad STONE STAIRS seen from above; 4 rectangular dark PIT with stone rim; 5 wide wooden BOOKSHELF filled with colored books visible from elevated front; 6 rectangular wooden TABLE seen from above; 7 square solid masonry WALL TILE of large gray stone blocks; 8 square solid FLOOR TILE of four blue-gray paving stones. Last two tiles flat seamless square texture, others isolated props. Actual transparent background between cells. No labels/text, shadows, glow, perspective vanishing point, gradients or other objects. Faithful to simple geometric room drawing objects."
  }
]
