character-design
Purpose
Make personality readable at a glance (silhouette first, then color, then detail) and produce the contracts 3D will obey: character sheets, creature spec sheets, reference boards, style rules.
Scope
D03 Character Concept [SIT], D04 Character Design [REQ], D05 Creature Design [SIT], D06 AI Concept [OPT], D07 Reference [REQ], D08 Character Sheets [SIT — required for any character], D138 Style Guides [SIT]. Does not model, sculpt, or rig.
Activation Conditions
- User asks to design a character or creature, silhouette, proportions, turnaround, expression sheet, style guide, or AI concepts
- Orchestrator fires design stages
Use character-design
Non-Activation Conditions
- Modeling/sculpting execution (→ modeling / sculpting-anatomy)
- Acting/performance (→ animation)
- World visual build (→ environment)
- Pure story beats without a character (→ preproduction)
Instructions
- Concept before drawing (D03): role, 3–5 adjectives, temperament, energy, physical capability, movement style, age, flaw. Personality must be readable in silhouette and motion.
- Thumbnails: 10–20 black silhouettes. Pick 3–5. Blur test: if unrecognizable, silhouette fails. Never "fix it in 3D."
- Shape language: round=soft/friendly, angular=aggressive, vertical=authority, horizontal=stability/weight.
- Palette: 2–3 dominant + 1 accent; avoid equal-value colors.
- Detail hierarchy: eye lands on face/hands/emblem.
- Proportions (lock with Ch 16 numbers):
- Realistic human ~7–8 heads; heroic 8–9; stylized 2–5; chibi 1–2.
- Creature: fill
templates/creature-spec.md. Real-world anchor ("it's like a ___ but ___"). Run the four believability checks. If no, fix design not animation.
- Reference boards (D07) per asset: anatomy, material, lighting, motion, style. PureRef or image planes. Study ritual before modeling.
- Character sheets (D08): turnaround (same height line), proportion grid, 6–12 expressions, hands/feet, scale vs env, material callouts.
- AI (D06) is CONCEPT / REFERENCE / EXPLORATION only — never a production asset. Translate to a human-cleaned sheet before 3D. ControlNet for useful structure. See Depth 39.
- Write style rules (D138) that lookdev, lighting, and animation must obey.
- Lock design before blockout.
Procedures
Design → Shape language → Silhouette → Readability
Silhouette → value contrast → negative space → focal detail → hierarchy → color → texture callout → material plan.
Proportions → head ratio → limb ratio → center of mass → posture → weight feel → motion implication.
Creature spec → downstream
Locomotion class drives D69–D73. Surface plan drives D32/D44/D45/Ch 17. Sensory plan drives head + D60. Functional extras get rigs.
AI-to-3D bridge (critical rule)
Choose best variant → redraw as clean sheet (D08) → resolve proportions/consistency → then D19/D20 modeling. Do not retopo an AI image and call it a character.
Decision Logic
- Style unset → decision 5.1, then lock.
- Creature vs character: if non-human anatomy, D05 is mandatory.
- AI optional; never a substitute for the sheet.
- Background characters: simpler sheets, still a silhouette and scale.
Inputs
- Story role, world constraints, style, medium
- Optional sketches or AI images
Outputs
- Concept sheet
- Approved silhouette + shape language + palette
- Character sheet (or creature spec)
- Reference board list
- Style rules (D138)
- Proportion numbers
- Shared state:
characters[] / creatures[] / style_rules
Tools
Thumbnailing (any 2D), PureRef, Blender image planes, optional local SD/SDXL/ComfyUI (Depth 39). Ch 16 proportion tables.
Constraints
No front-only sheets. No designing the body before personality. No AI as final. No extra limbs the rig cannot support unless mechanical.
Edge Cases
- Hybrid humanoid-creature: both D04 and D05.
- Mechanical character: shape language still applies; surface is hard-surface (D18).
- Multi-character show: scale sheet is mandatory.
Failure Modes & Fixes
| MIST |
FIX |
| Pretty but lifeless |
Return to D03 personality |
| Front-only |
Draw side/back now |
| Too much detail everywhere |
Restore hierarchy |
| Wings on an elephant |
Fail believability; redesign mass |
| 8 legs animated like 2 pairs |
Spec locomotion class; later D71 |
| AI used as production asset |
Human-clean the sheet |
Dependencies
- Consumes
preproduction world/story
- Drives
modeling, sculpting-anatomy, lookdev, costume-groom, rigging, animation
- Delegates proportion numbers to
sculpting-anatomy (Ch 16)
- Delegates AI toolkit depth to
knowledge/depth/ch39-ai-concept.md
Related Skills
preproduction, sculpting-anatomy, modeling, lookdev, costume-groom, grease-pencil
Delegation Rules
- Anatomy tables / joint ranges →
sculpting-anatomy
- "How do I model this sheet" →
modeling
- Clothing as design intent stays here; construction →
costume-groom
- Whole-film idea →
bakg-orchestrator
Examples
- Chibi knight: 2 heads, round shapes, 2-color + gold accent, turnaround, 6 expressions, scale vs castle door.
- Six-legged crystal creature: spec locomotion multi-leg 6, mass medium, surface crystal (Ch 17 gems), cloak as costume not body, no fur.
Required Knowledge / Context
knowledge/domains/ch01-preproduction.md (D03–D08)
knowledge/system/02d-depth-supplements.md (S-01, S-02, S-03)
knowledge/depth/ch16-anatomy-proportions.md
knowledge/depth/ch39-ai-concept.md
References to Shared Resources
templates/character-sheet.md
templates/creature-spec.md
examples/C-original-creature.md
1---2name: character-design3description: Character/creature concept, silhouette and shape language, spec sheets, reference boards, AI concept exploration, and style guides — the cheapest high-impact decisions in the pipeline.4---56# character-design78## Purpose910Make personality readable at a glance (silhouette first, then color, then detail) and produce the contracts 3D will obey: character sheets, creature spec sheets, reference boards, style rules.1112## Scope1314D03 Character Concept [SIT], D04 Character Design [REQ], D05 Creature Design [SIT], D06 AI Concept [OPT], D07 Reference [REQ], D08 Character Sheets [SIT — required for any character], D138 Style Guides [SIT]. Does not model, sculpt, or rig.1516## Activation Conditions1718- User asks to design a character or creature, silhouette, proportions, turnaround, expression sheet, style guide, or AI concepts19- Orchestrator fires design stages20- `Use character-design`2122## Non-Activation Conditions2324- Modeling/sculpting execution (→ modeling / sculpting-anatomy)25- Acting/performance (→ animation)26- World visual build (→ environment)27- Pure story beats without a character (→ preproduction)2829## Instructions30311. Concept before drawing (D03): role, 3–5 adjectives, temperament, energy, physical capability, movement style, age, flaw. Personality must be readable in silhouette and motion.322. Thumbnails: 10–20 black silhouettes. Pick 3–5. Blur test: if unrecognizable, silhouette fails. Never "fix it in 3D."333. Shape language: round=soft/friendly, angular=aggressive, vertical=authority, horizontal=stability/weight.344. Palette: 2–3 dominant + 1 accent; avoid equal-value colors.355. Detail hierarchy: eye lands on face/hands/emblem.366. Proportions (lock with Ch 16 numbers):37 - Realistic human ~7–8 heads; heroic 8–9; stylized 2–5; chibi 1–2.387. Creature: fill `templates/creature-spec.md`. Real-world anchor ("it's like a ___ but ___"). Run the four believability checks. If no, fix design not animation.398. Reference boards (D07) per asset: anatomy, material, lighting, motion, style. PureRef or image planes. Study ritual before modeling.409. Character sheets (D08): turnaround (same height line), proportion grid, 6–12 expressions, hands/feet, scale vs env, material callouts.4110. AI (D06) is CONCEPT / REFERENCE / EXPLORATION only — never a production asset. Translate to a human-cleaned sheet before 3D. ControlNet for useful structure. See Depth 39.4211. Write style rules (D138) that lookdev, lighting, and animation must obey.4312. Lock design before blockout.4445## Procedures4647### Design → Shape language → Silhouette → Readability48Silhouette → value contrast → negative space → focal detail → hierarchy → color → texture callout → material plan.49Proportions → head ratio → limb ratio → center of mass → posture → weight feel → motion implication.5051### Creature spec → downstream52Locomotion class drives D69–D73. Surface plan drives D32/D44/D45/Ch 17. Sensory plan drives head + D60. Functional extras get rigs.5354### AI-to-3D bridge (critical rule)55Choose best variant → redraw as clean sheet (D08) → resolve proportions/consistency → then D19/D20 modeling. Do not retopo an AI image and call it a character.5657## Decision Logic5859- Style unset → decision 5.1, then lock.60- Creature vs character: if non-human anatomy, D05 is mandatory.61- AI optional; never a substitute for the sheet.62- Background characters: simpler sheets, still a silhouette and scale.6364## Inputs6566- Story role, world constraints, style, medium67- Optional sketches or AI images6869## Outputs7071- Concept sheet72- Approved silhouette + shape language + palette73- Character sheet (or creature spec)74- Reference board list75- Style rules (D138)76- Proportion numbers77- Shared state: `characters[]` / `creatures[]` / `style_rules`7879## Tools8081Thumbnailing (any 2D), PureRef, Blender image planes, optional local SD/SDXL/ComfyUI (Depth 39). Ch 16 proportion tables.8283## Constraints8485No front-only sheets. No designing the body before personality. No AI as final. No extra limbs the rig cannot support unless mechanical.8687## Edge Cases8889- Hybrid humanoid-creature: both D04 and D05.90- Mechanical character: shape language still applies; surface is hard-surface (D18).91- Multi-character show: scale sheet is mandatory.9293## Failure Modes & Fixes9495| MIST | FIX |96|---|---|97| Pretty but lifeless | Return to D03 personality |98| Front-only | Draw side/back now |99| Too much detail everywhere | Restore hierarchy |100| Wings on an elephant | Fail believability; redesign mass |101| 8 legs animated like 2 pairs | Spec locomotion class; later D71 |102| AI used as production asset | Human-clean the sheet |103104## Dependencies105106- Consumes `preproduction` world/story107- Drives `modeling`, `sculpting-anatomy`, `lookdev`, `costume-groom`, `rigging`, `animation`108- Delegates proportion numbers to `sculpting-anatomy` (Ch 16)109- Delegates AI toolkit depth to `knowledge/depth/ch39-ai-concept.md`110111## Related Skills112113preproduction, sculpting-anatomy, modeling, lookdev, costume-groom, grease-pencil114115## Delegation Rules116117- Anatomy tables / joint ranges → `sculpting-anatomy`118- "How do I model this sheet" → `modeling`119- Clothing as design intent stays here; construction → `costume-groom`120- Whole-film idea → `bakg-orchestrator`121122## Examples123124- Chibi knight: 2 heads, round shapes, 2-color + gold accent, turnaround, 6 expressions, scale vs castle door.125- Six-legged crystal creature: spec locomotion multi-leg 6, mass medium, surface crystal (Ch 17 gems), cloak as costume not body, no fur.126127## Required Knowledge / Context128129- `knowledge/domains/ch01-preproduction.md` (D03–D08)130- `knowledge/system/02d-depth-supplements.md` (S-01, S-02, S-03)131- `knowledge/depth/ch16-anatomy-proportions.md`132- `knowledge/depth/ch39-ai-concept.md`133134## References to Shared Resources135136- `templates/character-sheet.md`137- `templates/creature-spec.md`138- `examples/C-original-creature.md`