---
name: game-character
description: Designs a game character as a full-figure concept and a clean A-pose model sheet that image-to-3D models turn into a riggable character. Use for game characters, creatures, NPCs and heroes headed for 3D.
---
# Game character

## Read first
Character.md for who they are, their look, outfit, gear and style; any concept or style reference wired in.

## Concept (3:4)
- The full figure, head to feet, in a characterful pose, rendered in the style from Character.md (a realistic game render, painted concept art or stylised).
- A readable silhouette: one or two big shapes (a cloak, a weapon, horns) that say who they are.
- Materials described plainly: worn leather, dented steel, wet fur.

## A-pose turnaround (16:9, for 3D)
Image-to-3D models crop the front, side and back of a clean turnaround and model every side from them, instead of guessing the back.
- Exactly three full-body views of the same character side by side, left to right: front, side profile and back, at the same scale and in the same relaxed A-pose (arms 30 to 45° from the body with clear background under them, legs slightly apart, empty hands, head straight), standing on one shared baseline, evenly spaced with clear space between and around them, each whole from top to bottom.
- A plain light grey background with soft, even light and no cast shadows. Nothing else on the sheet: no close-ups, detail panels, colour swatches, props drawn on their own, text or labels.
- Defining features stay where the concept has them in every view (a raised hood, goggles, horns, a scarf); a signature weapon stays slung flat against the back, other loose props are removed; capes short enough to clear the legs and arms.
- Identical design to the concept and between the views: face, colours, armour pieces and markings.

## Avoid
Dynamic poses on the turnaround, views that disagree, perspective distortion, scenery, text, and anything floating.