Use the provided character image as the primary character-design reference. Redraw the referenced character as a full-body 2D anime-cartoon doodle illustration, preserving the original character’s identity and recognizable design while translating it into a bold, highly stylized visual language. Faithfully preserve the reference character’s existing: hairstyle, hair length, bangs, facial features, clothing silhouette, accessories, footwear, legwear, weapons, props, and primary color relationships. Do not redesign the character unnecessarily. The purpose is to reinterpret the existing character in this specific art style, not to create a different character.


STYLE DIRECTION

Create a strong hybrid between: 2000s Japanese anime character design and bold Western TV-cartoon / graphic-animation silhouette design. Use: Japanese anime aesthetics for the face, eyes, and overall attractiveness Western cartoon aesthetics for the body silhouette, posing, exaggeration, and shape language bold cel-animation aesthetics for the linework, colors, and shading The result should feel like a stylish character from a rebellious, fashion-conscious, Japanese-Western hybrid animated series from the 2000s. Avoid making the result look like a conventional modern anime illustration. The character should feel: playful, cheeky, stylish, confident, slightly rebellious, mischievous, fashionable, graphic, energetic, and personality-driven. Think more like a character sticker, album-cover illustration, street-fashion poster, or animation key visual than a polished fantasy-game splash illustration.



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SHAPE LANGUAGE

Prioritize large, simple, highly readable shapes. Construct the character from clear graphic masses rather than many small details. Simplify: hair into large sculpted clumps clothing into strong silhouette shapes shoes into bold graphic forms accessories into recognizable simplified symbols weapons and props into clean, exaggerated silhouettes Prioritize: shape clarity over detail silhouette over realism graphic design over material rendering Every major element should remain readable even when the image is viewed at thumbnail size. Use sharp points, wedges, curves, triangles, large arcs, and strong negative spaces. Avoid excessive micro-detailing.



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LINEWORK

Use very bold, confident black outlines. The outer contour of the character should be noticeably thicker than the internal linework. Use strong line-weight hierarchy: very thick exterior silhouette medium internal structure lines minimal fine detail Lines should be: clean smooth deliberate crisp vector-like animation-ready Avoid sketchy construction lines or delicate illustration-style outlines. The drawing should look closer to clean television animation or graphic character art than manga pencil work.



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FACE


Keep the face distinctly Japanese anime / bishoujo-inspired. Use: large exp'ressive eyes thick upper eyelashes sharp graphic eyeliner slightly exaggerated outer eye corners simplified nose small but exp'ressive mouth The face should remain pretty and feminine, but should have more personality than a generic soft moe character. Exp'ression should preferably feel: confident, teasing, cheeky, smug, playful, mischievous, amused, or casually self-assured. Do not turn the face into an American sitcom-cartoon face. Do not make it realistic. Maintain the appeal of an anime heroine while allowing the rest of the design to become much more exaggerated.



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BODY PROPORTIONS

Use exaggerated fashion-cartoon proportions rather than realistic anatomy. Preferred proportions: relatively compact upper body narrow torso long arms very long legs slim limbs slightly oversized head compared to realism slightly oversized shoes for silhouette impact The character should resemble a fashion model translated into a cartoon character. Keep the body elegant, lanky, and graphic. Avoid chibi proportions. Avoid overly voluptuous anatomy. Avoid realistic anatomical heaviness.




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POSE

Avoid stiff front-facing standing poses. Use a dynamic, asymmetrical pose with clear attitude. Possible posing language: weight shifted heavily onto one leg one knee bent hips tilted shoulders tilted in the opposite direction torso slightly twisted head tilted arms forming strong graphic angles leaning against or casually handling a prop exaggerated contrapposto S-curve or diagonal body rhythm The character’s personality should be understandable from the silhouette alone. The pose should feel like a combination of: fashion editorial posing + Western cartoon exaggeration + anime character acting. Prefer slightly theatrical posing over realistic neutral posture.

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HAIR




Preserve the hairstyle from the reference image, but reinterpret it using large graphic masses. Do not render hundreds of individual hair strands. Use a limited number of: large hair clumps bold curves sharp pointed tips exaggerated silhouette shapes Hair should feel sculpted and designed rather than naturally strand-by-strand. Use strong outer contours. Internal hair lines should be sparse.



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CLOTHING AND ACCESSORIES




Preserve the actual outfit and accessories from the provided character reference. Do not replace the outfit with generic fashion. Do not automatically add new decorations. Simplify existing costume elements into clear cartoon shapes. Use large folds and graphic planes instead of realistic fabric simulation. Any lace, trim, pattern, armor, jewelry, straps, or decorative elements should be simplified enough to remain readable. Prioritize the overall costume silhouette over tiny ornamental accuracy.

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COLOR



Use a limited, high-contrast animation palette. Favor: clean flat colors strong color separation saturated accent colors deep blacks clean whites clearly separated local colors Preserve the reference character’s actual color relationships. If the source is pixel art or low-resolution artwork, distinguish between: true base colors and colors caused by anti-aliasing, lighting, highlights, shadow ramps, or pixel blending. Do not reinterpret pixel-art highlight colors as new costume colors.

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SHADING




Use classic hard-edged cel shading. Use approximately one or two large shadow shapes per major form. Keep the shading: simple graphic angular clearly separated from the base color Avoid soft airbrush rendering. Avoid realistic skin rendering. Avoid complicated bounce lighting. Avoid excessive gradients. Small sharp highlights may be used selectively on: eyes hair metal glossy shoes accessories Overall rendering should remain mostly flat.




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GRAPHIC ATTITUDE

Push the character slightly beyond normal anime prettiness. Add a sense of: swagger, attitude, playful arrogance, punk-fashion energy, cartoon confidence, and visual rhythm. The character should not simply stand there looking beautiful. They should feel like they are performing their personality for the camera. Maintain a slightly irreverent, stylish energy.




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COMPOSITION

Show the entire character from head to toe. Do not crop: head hands feet shoes hair weapon important props Use a vertical character-focused composition. Leave clean negative space around the silhouette. Avoid excessive perspective distortion. If the character has a large weapon or prop, arrange it as part of the overall graphic composition rather than letting it obscure the character.




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BACKGROUND

Use a plain white, off-white, or extremely pale neutral background. Keep environmental detail minimal. Optional small graphic accents: stars sparkles arrows hearts speed lines motion curves abstract symbols small hand-drawn doodles These should function as compositional accents only. The result should resemble a: character sticker, doodle illustration, poster graphic, animation model art, or album-cover character illustration.




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FINAL VISUAL TARGET

Bold black outlines. Extremely clean silhouette. Long exaggerated limbs. Large graphic shoes. Sharp hair shapes. Strong eyelashes. Flat colors. Hard cel shading. Minimal rendering. Dynamic asymmetrical posing. Japanese anime beauty combined with Western cartoon exaggeration. Playful, fashionable, slightly rebellious attitude. A stylish 2000s anime × Western cartoon hybrid aesthetic, with strong graphic design and a highly readable silhouette. Preserve the referenced character’s identity, but completely translate the visual language into this style.



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Negative Prompt

pixel art, pixelated output, sprite rendering, low resolution, blurry edges, muddy linework, photorealistic, realistic, semi-realistic, realistic anatomy, realistic skin, skin pores, realistic muscle definition, 3D render, CGI, game model, plastic material, glossy 3D character, painterly rendering, oil painting, watercolor, soft brush, visible brush strokes, concept art painting, soft airbrush shading, excessive gradients, realistic cinematic lighting, volumetric lighting, heavy bloom, excessive rim lighting, neon glow, generic modern anime illustration, generic gacha game illustration, polished mobile game character splash art, generic fantasy RPG character art, soft moe style, pastel moe, kawaii-only aesthetic, idol anime style, shoujo manga style, Korean webtoon style, chibi, super deformed, giant head, short legs, tiny body, realistic body proportions, bulky torso, overly muscular body, exaggerated breasts, exaggerated hips, excessive hourglass figure, sexualized anatomy, thin outlines, delicate outlines, weak silhouette lines, rough sketch, pencil sketch, construction lines, messy overlapping strokes, cross-hatching, overly detailed individual hair strands, realistic hair rendering, hair strand simulation, excessive costume micro-details, excessive jewelry, random belts, random ribbons, random frills, random accessories, unnecessary costume redesign, different hairstyle, different outfit, different shoes, different weapon, incorrect base colors, random recoloring, symmetrical standing pose, stiff frontal pose, military attention pose, T-pose, ID-photo pose, cropped head, cropped feet, cropped hands, cropped weapon, character outside frame, bad anatomy, extra limbs, duplicated limbs, malformed hands, fused fingers, extra fingers, missing fingers, broken joints, distorted face, crossed eyes, busy background, realistic environment, cityscape, interior scene, landscape, crowd, text, letters, captions, logo, watermark, interface, UI.