Game Boy Pixel Art · Lesson 05 · 25 minutes
Proportion and Shape in Three-Quarter View
Block in a three-quarter-view Game Boy character — box, head share, front, back and side — from numbers measured off five CC0 sprites, before drawing a single detail.
Before eyes, hair or a sword, a Game Boy character is a box with a head share, a width and three views. Get those four things right and the details have somewhere to go. Get them wrong and no amount of detail will save the sprite.
What “three-quarter” means for a character
Nintendo’s top-down games — Link’s Awakening, Pokémon Red — are not drawn from directly overhead. The camera is tilted, so you see the front of things and a bit of their top at the same time. For a character that has three consequences:
- You see the face and the top of the head. The head is drawn as a full round mass, not a foreshortened dome.
- Feet sit under the body, not below it. Legs are short. The bottom row or two is feet, and that is where the character touches the floor.
- Lower on screen means nearer. As Raymond Schlitter puts it, “with the top down viewpoint there is implied depth along the Y axis, as we assume objects lower on the screen are closer” (Pixelblog 22). Two characters may overlap vertically and still read; side by side they must not.
Everything below is about the shape that results. Interior shading and features are the next lesson.
Five real characters, measured
Every number in this lesson was counted off these sprites by
build-examples.py. Nothing here was drawn for
the lesson. Three are 16×24 humanoids by Chasersgaming; two are 16×16 figures by pebonius.
All are CC0 — see CREDITS.md.
Knight16×24 · Chasersgaming
Ranger16×24 · Chasersgaming
Kung Fu Man16×24 · Chasersgaming
Mini hero16×16 · pebonius
Mini villager16×16 · pebonius
1. The head is a third to a half of the height
Schlitter’s rule for small sprites: “when working with limited size the head usually takes up a third to half of the total sprite.” The sample agrees, and it is worth seeing how it agrees — the 16×24 characters sit at the bottom of that band and the 16×16 characters at the top.
Knight7 of 22 rows · 32%
Ranger9 of 23 rows · 39%
Kung Fu Man7 of 21 rows · 33%
Mini hero8 of 16 rows · 50%
Mini villager9 of 16 rows · 56%
| Character | Drawn box | Head rows | Head share | Heads tall |
|---|---|---|---|---|
| Knight | 14×22 | 7 | 32% | 3.1 |
| Ranger | 12×23 | 9 | 39% | 2.6 |
| Kung Fu Man | 12×21 | 7 | 33% | 3.0 |
| Mini hero | 15×16 | 8 | 50% | 2.0 |
| Mini villager | 16×16 | 9 | 56% | 1.8 |
Two things to take from the table:
- The box decides the proportion. In 24 rows there is room for three heads; in 16 there is room for two. Nobody in the sample fought that. Pick the box first, and the head share follows.
- The head is the same height in every direction. Knight 7/7/7, Kung Fu Man 7/7/7, mini hero 8/8/8, ranger 9/8/9 (down/up/side). The head does not shrink when the character turns.
2. Front and back are one shape
In three-quarter view, turning a character round changes what is inside the outline far more than the outline itself.
Knight95.9% shared
Kung Fu Man87.9% shared
Ranger87.3% shared
Mini hero76.8% shared
| Character | Front and back silhouette shared | Front view mirror match |
|---|---|---|
| Knight | 95.9% | 100% |
| Kung Fu Man | 87.9% | 100% |
| Ranger | 87.3% | 100% |
| Mini hero | 76.8% | 76.8% |
| Mini villager | — | 100% |
The mini hero is the outlier on both counts for one reason: an asymmetric hat brim. The three humanoids are perfectly mirror-symmetric from the front and keep almost their whole outline when they turn. So the working method is:
- Draw the left half of the front view. Mirror it.
- Copy the result for the back view. Change the inside — no face, the back of the hair or hood — and touch the outline only where the pose demands (the knight’s back view differs from its front by 8 pixels; the ranger’s by 28).
3. The side view is a narrower column, same height
| Character | Front width | Side width | Ratio |
|---|---|---|---|
| Knight | 14 | 7 | 0.50 |
| Kung Fu Man | 12 | 7 | 0.58 |
| Ranger | 12 | 9 | 0.75 |
| Mini hero | 15 | 15 | 1.00 |
A humanoid turned sideways is half to three-quarters as wide, and exactly as tall, with the same head rows. The hat, again, is why the mini hero does not narrow: a brim is round from every angle. If your character wears something wide, expect the side view to stay wide.
The side view is also where symmetry stops helping — on the three humanoids the mirror match drops to 69–77% (one arm in front, one foot forward). Draw it once, flip it for the other side.
4. Fill and width
Two shape numbers you already have from earlier lessons still hold here. The front views fill 61–75% of their own box (the course rule is 60–85%), and none has an enclosed hole. And the head is narrower than the body on every 16×24 character:
| Character | Head width | Body width | Head ÷ body |
|---|---|---|---|
| Knight | 6 | 14 | 0.43 |
| Kung Fu Man | 8 | 12 | 0.67 |
| Ranger | 10 | 12 | 0.83 |
| Mini hero | 14 | 13 | 1.08 |
| Mini villager | 14 | 16 | 0.88 |
The 16×24 characters get their silhouette from a small head on wide shoulders. The 16×16 characters get theirs from a big head on a small body — hat included. Both read. What does not read is the thing in between: a head the same width as the shoulders, on a 24-row body, which is just a column.
Block in this order, and do not skip ahead.
- Box. 16×24 for a hero that stands taller than a tile; 16×16 if you want the Pokémon-era look. Decide once.
- Head. A third of the rows in 16×24 (7–9 of 24); half in 16×16 (8–9 of 16). Hats and hoods live inside this band, not on top of it.
- Shoulders. Wider than the head in 16×24 — roughly twice as wide on the knight. Narrower than the head in 16×16.
- Feet. Legs run to the bottom row. The last one or two rows are feet, no further apart than the shoulders.
- Mirror. Draw half, flip it. Then copy it for the back.
- Side. Same rows, half to three-quarters of the width.
All of this in Ink only. If the shape does not read as a person as a flat silhouette, the interior will not fix it.
Do it: block in a character, then measure it
Work in Aseprite (or whatever you use) on a 16×24 canvas, Ink only, no interior. Spend no more than ten minutes. Then export the PNG and drop it below.
- Block in the front view following the six steps in the card.
- Duplicate it, and edit it into the back view. Change as few outline pixels as you can.
- Export both as PNG (transparent background if your tool allows; a flat background is fine — the checker clears it).
- Load them here. Set the chin row. Read the verdicts.
Then do it again, with the other box. If you drew 16×24, draw the same character at 16×16 and watch the head share jump from a third to a half. Feeling that change with your own pixels is the point; reading it in a table is not.
Check yourself
Read next
- Primary source: Raymond Schlitter, Pixelblog 22 — Top Down Character Sprites. The head-share rule, the one-tile-by-two-tiles box, and the dummy-sprite method all come from here. Read it before the next lesson.
- The measured numbers, on one page: Character proportions.
- Study Nintendo’s own answers on The Spriters Resource — Link’s Awakening and Pokémon Red both draw the hero in 16×16. Run one through the checker above and see where Nintendo lands in the band. Study them; never ship them.
Next lesson: character details. Face, hair, hands and the one prop that says who this is — on the shape you just blocked in.
Anything unclear, or a character that measures oddly? Ask. Drop the PNG and the readout into the chat and we will look at it together.