# Batch 2 Shu Officer Production Spec Use this only after `unit-shu-infantry` v3 is approved and the current queue reaches `unit-shu-officer`. ## Target - Unit key: `unit-shu-officer` - Batch: Batch 2 Shu generic units - Role: generic Shu field officer - Style reference: - `unit-liu-bei` - `unit-guan-yu` - `unit-zhang-fei` - `unit-shu-infantry` v3 - Required output sheets: - `src/assets/images/units/unit-shu-officer.png` - `src/assets/images/units/unit-shu-officer-actions.png` ## Visual Direction - Must read as a command/officer unit at 50px battle scale, not as a basic infantry clone. - Command baton, banner tassel, sword, or formal shoulder armor should identify the class. - Use deeper green cloak/tabard, bronze officer armor, red-gold command accents, dark outline, and large readable color blocks. - Silhouette should be more upright and authoritative than infantry but less heroic than Liu Bei/Guan Yu/Zhang Fei. - Keep command props contained inside each 313px frame. - Do not solve readability with base rings, badges, glows, or UI decoration. ## Source Image Prompt ```text Use case: stylized-concept Asset type: production source image for a tactical RPG officer unit sprite sheet Primary request: Create a high-quality hand-painted raster contact sheet for ONE Shu field officer unit, in the same production style as the approved hand-painted units but clearly differentiated by command posture and officer equipment. Scene/backdrop: perfectly flat solid #ff00ff chroma-key background only, no shadows, no floor plane, no texture, no text. Subject: original Three Kingdoms-inspired Shu field officer, no copyrighted game assets, no logos. Deep green cloak or officer tabard, bronze lamellar armor, red-gold command sash, short sword or command baton, optional small back banner/tassel, sturdy boots, helmet or tied hair. The character should look like an elite generic Shu officer, not Liu Bei or any named hero. Style/medium: premium hand-painted pixel-adjacent raster game art, bold dark ink outline, large readable color masses, crisp opaque body shapes, subtle painted armor highlights and cloak folds, tactical RPG battle sprite source art. Composition/framing: 6 columns by 2 rows contact sheet, twelve separate full-body frames, each frame centered with generous padding and all command props visible. No cropping. Keep each figure around 80-86% of its cell height with stable body scale and ground position across all frames. Frames left to right, top row: front idle authoritative stance, front walk step, east walk side with cloak and sword/baton, back walk with cloak/banner visible, west walk side mirrored pose, attack windup with officer weapon raised. Bottom row: sword/baton strike, command sweep or follow-through, command gesture pointing forward, item/strategy gesture, hurt recoil, victory pose raising command item. Animation constraints: each frame should be newly drawn with natural pose differences in arms, legs, cloak, banner tassel, and weapon, but body size must remain stable. Idle should not twist sideways. Walk frames should not drift far horizontally. Action frames must stay inside their cell. Readability constraints: at 50px game scale the officer cloak/tabard, command prop, green Shu palette, and upright command silhouette must read before the background. Use thick silhouette, deep shadows, strong outline, fewer tiny details, and clear officer posture. Avoid: thin line art, transparent body pixels, ghostly low opacity, tiny head, overly realistic painting, chibi proportions, blurred edges, cropped banner or sword, detached tassel fragments, overly heroic named-character design, labels, captions, watermarks, UI, grid lines, checker backgrounds, duplicated identical frames. ``` ## Expected Artifacts - Source: `docs/handpaint-batch2-shu-officer-source-v1.png` - Contact sheet: `docs/handpaint-batch2-shu-officer-contact.png` - Animation GIF: `docs/handpaint-batch2-shu-officer-animation.gif` - Previous/new comparison: `docs/handpaint-batch2-shu-officer-before-after.png` - Battle-scale comparison: `docs/handpaint-batch2-shu-officer-scale-compare.png` - Battle map composite: `docs/handpaint-batch2-shu-officer-battle-composite.png` - Report: `docs/handpaint-batch2-shu-officer-report.md` ## Validation Targets - Base partial alpha: `0` - Action partial alpha: `0` - Base frame border hits: `0` - Action frame border hits: `0` - Base sheet size: `5008x1252` - Action sheet size: `11268x1252` - `unit-shu-officer` must appear as `ok` in `docs/unit-sprite-rework-audit.json` - Officer silhouette must read differently from infantry and strategist at 50px. - `unit-sprite-review-batch2-shu.png` must show `unit-shu-officer` as visually stronger than the old placeholder.