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Dragon girl

Prompt: Transform the input character into an authentic 16-bit SNES / JRPG pixel-art sprite, standing as the hero of a small tile-based pixel scene.

Identity: translate the character's hair color and style, eye color, outfit colors, and signature accessories into clean pixel-art shorthand; keep the pose and silhouette readable at sprite scale.

Scale (the key rule): the character is the centered foreground focus at about 40-50% of the frame height — prominent but not towering. The character and the environment MUST share one consistent pixel/tile scale, correctly proportioned to doorways, furniture, chests and props (a doorway taller than the character, a chest about knee-height). No giant sprite looming over a tiny set; no character shrunk to a speck.

Pixel medium: true 16-bit look — visible square pixels on a consistent grid, hard edges with NO anti-aliasing or blur, clean 1px outlines, a limited cohesive palette (~16-32 colors) with ordered dithering for shading. Crisp 90s Super Famicom RPG quality.

Scene: a tile-based pixel diorama matched to the character's vibe (grassy overworld, cozy inn, dungeon, town square, neon street), with props spread through fore/mid/background to build a believable little world. Optional small retro UI (dialogue box or HP bar) only if it fits cleanly and stays clear of the character.

Avoid: giant or speck-sized character; mismatched character/tile scale; smooth anti-aliased "fake pixel" blur; photoreal or 3D; anime cel-shading; garbled UI text; watermarks. Model: GPT Image 2.5 Sunburst v2.5

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