Initial generation:
Create a production 2D GAME SPRITE SHEET using the attached copper-orange tenrec character as the strict identity reference. Preserve his copper-orange quills, cream muzzle/belly, separate teal eyes, dark wrist wraps and chunky turquoise boots, proportions and recognizable face. This is the SAME original character in every frame, not Sonic. ONE sheet, exactly 6 columns by4 rows,24 evenly sized square cells, ideally1536x1024 total with256x256cells. Each cell contains exactly ONE isolated full-body pose, all facing RIGHT in side/three-quarter side game view. All nonball standing poses same body scale and consistent foot baseline around85% cellheight. Leave generous transparent gutters inside eachcell so no pixels touch neighboringcells. Ball poses use same underlying bodymass and centered cell. Each sprite must show full body/tips/feet with no cutoff. Crisp 16-bit pixel-art clusters, limited palette, darkoutline, no softshadows or gradients. Background must be GENUINELY TRANSPARENT throughout with alpha0 gutters, no checkerboard pattern, no labels, no captions, no numbers, no cell borders. Exact frame contents in readingorder: ROW1: idle relaxed; idle alert small ear motion; walking contact right legforward; walking down/recoil; walking passing legs crossed; walking up/opposite legforward. ROW2: six consecutive different FAST RUN cycle poses showing clear leg cycling and armscounter-swing, contactflightcontactflight, suitable for continuous loop. ROW3: jump rising curled posture; falling with legsbelow; tightly curled rollingball pose0degrees; same rollingball rotated90degrees; rollingball180degrees; rollingball270degrees. ROW4: hardbraking/skidding leaning backward; second hardbrakingpose; lookingup standing; crouching; hurt/recoil airborne; balancing onledge reachingforward. Keep all24 visible and separated, exact6x4grid. The sheet will be sliced by a game engine, so regularcellalignment and clean transparency are essential. Do not include the large reference pose separately; only24 game-sized frames.

Spacing refinement:
Edit this exact sprite sheet for GAME ENGINE USABILITY. Preserve this same original copper-orange tenrec design and the exact 24 poses in reading order, but REDUCE EVERY SPRITE by about 30% inside its own cell. Exact 6 columns x 4 rows, image 1536x1024, each cell256x256. Position sprite centers at x128,384,640,896,1152,1408; row centers y128,384,640,896. Every character in rows1/2/4 must fit inside a180x180 area centered in cell, with shoes aligned at cell local y215. Rollingball fits inside150x150 at cellcenter. Leave at least32pixels blank on all4sides of EVERY cell. No appendages or dust cross into next cell. Remove dust entirely. Truly transparent background with alpha0 blankarea, fullyopaque sprite pixels, crisp limitedpalette pixelart, NO translucent shadowglow, NO floor, NO gradient background, no labelsgridnumbers. Twentyfour isolated complete poses, consistent character size, fullbody no cutoff. The attached sheet has poses touching cellborders; fix the layoutspacing carefully so runtime can slice regular256x256cells.
