[
  {
    "id": "01-travelers",
    "title": "Human travelers",
    "prompt": "Use case: stylized-concept. Create ONE high-resolution CHARACTER DESIGN SELECTION SHEET with exactly four clearly separated original full-body character proposals in a clean 2 by 2 grid. This is a concept-art exploration for an original PS1-inspired 3D game, NOT an existing game cast. Each character fills its quadrant with generous margins and a small clean number/name label beneath it. Entire character, feet, ears, appendages and props must be visible. Neutral warm gray background, subtle ground shadow, no scenery, no fake UI. Style: convincing late-1990s Japanese console game character design, bold asymmetrical silhouettes, angular economical low-poly form language, hand-painted color and texture patches, visible broad polygon planes, restrained texture detail, simple painted expressive faces. Polished design intention with attainable retro geometry. Do NOT render as modern smooth Pixar toys, generic rounded chibi, voxel blocks, flat vector icons, realistic humans, or greeble-heavy concept art. Diverse proportions, ages and temperaments. No knight armor and no conventional medieval knight. Original designs, not reproductions of named reference characters. Use only the four specified labels and no other text. Sheet A: four very different HUMAN travelers. TOP LEFT label '01 SAFFRON': a lanky youthful wind-post runner, five heads tall, warm brown skin, triangular short cobalt poncho, mustard shorts, thin calf wraps, enormous rectangular folded kite rig behind one shoulder and a wooden reel on one wrist; hair in two simple swept triangular tufts, mischievous painted face, light asymmetrical stance. The kite and long scarf supply diagonals; no weapon. TOP RIGHT label '02 NETTLE': a short stout elderly woman apothecary, wrinkled warm olive face, hooked nose, gray rope braid, red round rain umbrella, barrel-shaped moss-green quilted coat, large angular glass terrarium backpack with three enormous seed shapes inside, heavy burgundy shoes; determined forward lean and memorable broad silhouette, adult not child. BOTTOM LEFT label '03 FIG': a wiry adult street shadow-puppeteer, pale skin, blunt aubergine hair, enormous white semicircular collar behind the head, cropped maroon jacket splitting into two long swallow tails, charcoal balloon trousers tapered to pointed yellow shoes, two oversized articulated wooden fans held like wing hands; sly half-smile, theatrical profile, no armor or wizard hat. BOTTOM RIGHT label '04 LILT': a tall elegant dark-skinned traveling organ player, long narrow face, asymmetric ochre bob haircut, cream bell-bottom trousers, burgundy sleeveless waistcoat, a small angular blue pump-organ strapped across the waist with one broad accordion bellows expanding out to the side, hands poised over chunky keys, extremely calm stance. The four must look like unrelated interesting cast members, not costume swaps of a single body. Visual reference principles informing this written brief: compact layered clothing in Threads of Fate; the unequal proportions of Okage; broad eccentric body shapes in Final Fantasy IX. These are principles only, do not copy those characters."
  },
  {
    "id": "02-animal-folk",
    "title": "Animal people",
    "prompt": "Use case: stylized-concept. Create ONE high-resolution CHARACTER DESIGN SELECTION SHEET with exactly four clearly separated original full-body character proposals in a clean 2 by 2 grid. This is a concept-art exploration for an original PS1-inspired 3D game, NOT an existing game cast. Each character fills its quadrant with generous margins and a small clean number/name label beneath it. Entire character, feet, ears, appendages and props must be visible. Neutral warm gray background, subtle ground shadow, no scenery, no fake UI. Style: convincing late-1990s Japanese console game character design, bold asymmetrical silhouettes, angular economical low-poly form language, hand-painted color and texture patches, visible broad polygon planes, restrained texture detail, simple painted expressive faces. Polished design intention with attainable retro geometry. Do NOT render as modern smooth Pixar toys, generic rounded chibi, voxel blocks, flat vector icons, realistic humans, or greeble-heavy concept art. Diverse proportions, ages and temperaments. No knight armor and no conventional medieval knight. Original designs, not reproductions of named reference characters. Use only the four specified labels and no other text. Sheet B: four ANIMAL PEOPLE with unmistakably different anatomy. TOP LEFT label '05 VESPER': very tall slim lavender-gray hare duelist and dancer, ears swept almost horizontally backward, long digitigrade calves, narrow white muzzle, deep violet cropped coat with a large cream fan collar, one sculptural copper sleeve, fan-shaped brass hand weapon held closed, poised on one pointed foot. Elegant and strange rather than cute rabbit mascot; no plate armor. TOP RIGHT label '06 BRINE': stocky pelican harbor porter, enormous pale pink rectangular bill and folded throat pouch dominating silhouette, white head, dark teal longshore coat cropped above huge webbed feet, rope sash and one square blue cargo box held under a wing, disgruntled narrow painted eyes; heavy low center of gravity. BOTTOM LEFT label '07 KETTLE': broad badger bathhouse attendant, angular black-and-cream striped face, stout low body, rusty orange ceramic furnace backpack with a wide simple chimney, indigo work apron, large paddle-like ladle and thick wrapped forearms, tiny bare paws; the equipment looks like a few coherent large forms with painted soot marks, not machinery clutter. BOTTOM RIGHT label '08 QUILL': an upright pale luna moth archivist, small ivory masklike insect face and feathery antennae, immense folded sage-green wings forming a long coat with two trailing tails and four bold brown eyespots, four thin ochre arms holding a thick red closed book and a scroll, dark maroon narrow abdomen, quiet hunched posture. No human face on moth; body language scholarly. Visual principles: Klonoa's expressive nonhuman silhouette, Freya's long clothed animal anatomy, actual pelican bill and luna moth wing shapes. Do not reproduce any existing character."
  },
  {
    "id": "03-wild-creatures",
    "title": "Wild creatures",
    "prompt": "Use case: stylized-concept. Create ONE high-resolution CHARACTER DESIGN SELECTION SHEET with exactly four clearly separated original full-body character proposals in a clean 2 by 2 grid. This is a concept-art exploration for an original PS1-inspired 3D game, NOT an existing game cast. Each character fills its quadrant with generous margins and a small clean number/name label beneath it. Entire character, feet, ears, appendages and props must be visible. Neutral warm gray background, subtle ground shadow, no scenery, no fake UI. Style: convincing late-1990s Japanese console game character design, bold asymmetrical silhouettes, angular economical low-poly form language, hand-painted color and texture patches, visible broad polygon planes, restrained texture detail, simple painted expressive faces. Polished design intention with attainable retro geometry. Do NOT render as modern smooth Pixar toys, generic rounded chibi, voxel blocks, flat vector icons, realistic humans, or greeble-heavy concept art. Diverse proportions, ages and temperaments. No knight armor and no conventional medieval knight. Original designs, not reproductions of named reference characters. Use only the four specified labels and no other text. Sheet C: four WILD NONHUMANOID creatures, no clothing, no humanoid bodies, no conventional dragons. TOP LEFT label '09 BELLWETHER': a slender sand-colored saiga-like quadruped with a large soft drooping muzzle, short paired blue-black forked antlers enclosing one large hanging bronze bell, narrow chest, long backward-bending legs and a short tapered tail. Broad ochre and ivory painted markings, gently uncanny wise eyes, strong antler and nose silhouette, quiet alert stance. TOP RIGHT label '10 RIPPLE': an amphibious manta creature walking on four folded corners of its broad sail-like fins, flattened indigo diamond body with cream underside, two rolled facial lobes around a simple friendly dark face, very long striped streamer tail, a few bright vermilion geometric markings, one wing lifted in a curious gesture; clearly a ray, not a bird or fish humanoid. BOTTOM LEFT label '11 TANGLE': a low, muscular pangolin beast, enormous spiraling ochre plate tail curling up beside its body like a wheel, five or six large overlapping indigo and terracotta armor scales along the back, small pointed cream head, short thick digging forelegs with three broad claws; half curled defensive posture, no little human face, no costume. BOTTOM RIGHT label '12 MOSSJAW': a broad flat six-legged swamp crawler with a frogmouth-like wide angular head and heavy lower jaw, tiny tired amber eyes, long tapering caiman-like body, dark moss-green back rising into hollow woody banksia seed chambers and rust-colored reeds; huge black-and-cream jaw color block, blunt low feet, sparse purposeful forms. Avoid cute blobs. These are game creatures with strong silhouettes and believable simplified joints. References informing these original concepts: saiga muzzle, manta fin silhouette, pangolin overlapping scales, frogmouth compressed face and banksia seed-chamber ridges."
  }
]
