Learning

Game Boy Pixel Art · Reference

Character Proportions — Three-Quarter View

The measured proportion bands for three-quarter-view Game Boy characters, and the six-step block-in, on one page.

Measured off five CC0 characters by build-examples.py (section character_proportions, 2026-09-11). Full working in Lesson 05.

The bands

Measure 16×24 humanoid 16×16 figure Whole sample
Head share of height 32–39% 50–56% 32–56%
Heads tall 2.6–3.1 1.8–2.0 1.8–3.1
Head width ÷ body width 0.43–0.83 0.88–1.08 0.43–1.08
Fill of own box, front view 61–75% 70–73% 61–75%
Front-view mirror match 100% 77–100% 77–100%
Front / back silhouette shared 87–96% 77% 77–96%
Side width ÷ front width 0.50–0.75 1.00 (hat) 0.50–1.00
Head rows, down / up / side equal (one off by 1) equal —

Sample: Chasersgaming’s Knight, Ranger and Kung Fu Man (16×24); pebonius’s mini hero and mini villager (16×16). Hats and hoods count as head.

The block-in

  1. Box — 16×24 (hero taller than a tile) or 16×16 (Pokémon-era). Decide once.
  2. Head — a third of the rows at 16×24; half at 16×16. Hat inside the band.
  3. Shoulders — wider than the head at 16×24; narrower at 16×16.
  4. Feet — legs to the bottom row; last 1–2 rows are feet.
  5. Mirror — draw half the front, flip. Copy for the back; change the inside.
  6. Side — same rows, half to three-quarters the width. Draw once, flip.

Ink only until the silhouette reads as a person.

Three-quarter view, in one breath

Camera tilted, not overhead. You see the front and the top. Face and full head visible; feet tucked under the body; lower on screen is nearer. Front and back share one outline. The head never changes height when the character turns.

Source

Raymond Schlitter, Pixelblog 22 — Top Down Character Sprites: “When working with limited size the head usually takes up a third to half of the total sprite.” The sample above is that sentence, measured.