PRIVATE LEARNING PROJECT · FEEDBACK REVISION · 18 OCT 2026
New character identities grounded in the supplied book, with the prologue’s pixel-art conventions. Portraits below are actual 160×192 exports. Generated masters are retained for editing, not used as full-resolution gameplay sprites.
Chapter 1 is in preproduction. These images are candidates, not an approved cast or a completed animated chapter. The plan covers all eleven scene groups and distinguishes on-screen characters from people merely mentioned.
Existing prologue sprites beside the new static studies, all at exact 3×. Feet share the same anchor. Different canvas widths are clipped for this display only; source atlases are untouched.
Review point: the new turnarounds are more upright than the existing walking poses. Their overhead angle and adult head size need review together with a future stride drawing, before treating them as animation masters.
12–13 · same body before and after possession
Revised after your feedback: rounder cheeks, a shorter chin, broader nose and centre-parted smooth hair give her an independent identity. Thick black hair and brown eyes follow the book; exact face shape, complexion and tunic colour are design choices.


Expression coverage planned: curious, alarm, grief, possessed blank. Only the images shown above exist in this pass.
Old · bony · woollen shawl
No wizard costume. Grey tied-back hair and shawl colour are interpretations. Prophetic urgency and bitter grief matter more than a magical glow.
Expression coverage planned: bitter, urgent, injured state. Only the images shown above exist in this pass.
About 19 · seven years after the prologue
Black hair, clean-shaven, broad back, mail hauberk. Review recognition beside his child portrait. Revised broader shoulders, stronger jaw, visible mail and blacker hair. Blood/grime variants are still pending.


Expression coverage planned: neutral, stung, shock, tight smile, exhausted. Only the images shown above exist in this pass.
Young · lithe · long auburn hair
Hair is long, revealed when she removes her helm. Leather armour. Helmeted and sweat-disordered variants remain pending; no glowing sword.
Expression coverage planned: controlled, warning, thoughtful, slight smile. Only the images shown above exist in this pass.
Early-thirties appearance · part Tiste Andii
Long light-grey face, dark angled eyes, white hair; green clothes. Many rings belong on future hand gestures. Clothes are now unmistakably green. White hair is explicit in chapter1; its length is not established in the passages checked. Short and shoulder-length candidates are shown as interpretations, not a claim about canon.
Expression coverage planned: courteous smile, appraising, furious. Only the images shown above exist in this pass.
About 18 · nearly Ganoes’s height
Plain angular features, short reddish hair, pale eyes. Civilian noble tailoring is interpretation. The first portrait may still be too conventionally attractive for the book’s plain, angular description; this is an identity-review point. Do not age her into her later military role.
Expression coverage planned: impassive, narrowed eyes, restrained disdain. Only the images shown above exist in this pass.
Switch between the open, curious gaze and the heavier-lidded, tired possessed stare. Same clothes, framing and age; no magical eyes. This 0.20-second browser dissolve is a review aid; the Godot shader remains the game implementation.


Aseprite cleanup preserves the neutral hair, clothing, jaw and exact alpha silhouette. Only the generated eye/brow and mouth regions change; no head resizing or warping. The raw expression master is retained in the source links.
A separate layout study joins the entrance to the right-hand battlement and removes the isolated stair fragment. Actor positions and the lower wall gaps stay fixed. Floor variation is reduced around the performance area. This layout is now selected in the playable prologue. Doorway routes have been shortened and each departing character disappears independently.



Built in Godot using existing ImageGen tile/prop assets. The portal joins are approximate: a dedicated tower edge/roof kit is still needed for final environment polish. Chamber B is the selected music direction. The prologue contains dialogue only; narrative beats are staged visually.