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Code-drawn expressive characters: research notes (2026-09-14)

Three Sonnet research passes, condensed by Fable. Question: how do 2D indie games make a small character's states (grab, hang, wall slide, rope, crouch, jump, hurt) readable without hand-drawn frames? Our size: 14x19 px hitbox, 24 px tiles, 640x360 canvas (about 1/15 of the screen height, the same fraction as Pikuniku).

Shape-built characters, by game

Common construction: one core mass (carries weight, squash, orientation) + two legs; arms are usually omitted because those games have no grab states. Eyes are 1-2 dots. The head is never a separately hinged part.

Tiny sprites that carry many states

State -> cue: crouch = half height, head low; hang = arms straight up, body below the corner; wall slide = body on the wall, one hand braced, legs bent; rope = hands alternating above the head; jump = one held pose; fall = looser jump; hurt = tilt; dead = horizontal or ragdoll.

Procedural technique

Recommended order per tick: state -> pose select -> blend -> springs -> grab overrides (hands to real world points, IK) -> idle drift -> squash/lean -> secondary chains.