Use case: stylized-concept. Transparent pixel-art small-map character TURNAROUND sheet, exactly FOUR isolated whole figures in a 2 by 2 arrangement: upper-left SOUTH/front, upper-right WEST/left profile, lower-left EAST/right profile, lower-right NORTH/back. Each figure same grounded relaxed neutral standing pose, same scale and consistent anatomy, full feet visible, wide transparent gutters. Slight overhead JRPG camera as the sprite reference. These are game sprites not portraits or detailed concept paintings. Draw as if each figure occupies a 48x64 cell and then nearest-enlarged for output: very simple readable flat colour clusters, crisp single-size square pixels, tiny restrained facial marks, no individual fingers, no tiny metal studs, no noisy texture, no AA blur. Approximately three-head-tall silhouette, slightly less oversized head than the sprite reference, clearly visible neck attached to torso. Leg and arm lengths constant between views; head above ribcage/pelvis, shoulder line level. No floor shadow, grid, labels, text or extraneous props. True transparent alpha. Anatomical and facial identity take priority over accessories. Character: fishergirl age12–13 from portrait reference1, thick long charcoal-black hair, brown eyes, warm skin. Portrait is identity/colour reference. Reference2 only map perspective and readable pixel style; do NOT copy the boy's spiky short hair, noble tunic, trousers or boots. Plain faded sea-grey short-sleeved knee-length practical tunic/dress with narrow simple waist tie, bare calves and brown sandals. Slim child physique, unarmoured. Long hair goes to upper back; leave face clear. No basket, no candle, no weapons, no jewellery: these will be separate props. Arms relaxed slightly away from tunic to read clearly, feet small but unambiguous. Same hair shape, tunic neckline and colour on all four views. Target visible height44 native pixels, child body scale.