SMOLFORGE CHARACTER SYSTEM
A small smith for serious work.
Thunder Smith turns repository work into readable character motion. The helmet, apron, and little S now travel through a complete game skin: product states, four isometric facings, and expressive play.

Identity Horned helmet, terracotta apron, readable S.
Animation package Seventeen families across twenty transparent strips.
Game movement Four true isometric facings: NE, NW, SE, and SW.
OFFICIAL ACTION SET
One character, twenty readable performances.
Select an action to play its real horizontal strip with the exact per-frame timing from skin.json. Choose Walk to inspect each directional facing without mirroring the character or the S.
- Families
- 17 total
- Strips
- 20 total
- Cell
- 192 × 208
COMPLETE GAME SKIN
All seventeen families. All twenty strips. Playing live.
These are the transparent assets the product renderer consumes—not the green-screen reference videos. Each card uses the official frame count, playback rule, and per-frame timing from the manifest.
Product core
Workday states
Four-direction walk
Isometric movement
Game actions
Play, combat, and alerts
FIXED WORKSHOP GRAMMAR
The character can change. The meaning does not.
Product meaning lives in SmolForge’s stage and props. A community skin never needs to redraw the longship, raven, drums, or forge.

COMMUNITY CHARACTERS
Change the actor. Keep the blocking.
Upload one clean reference and the same action package. Your character inherits SmolForge’s timing, anchors, semantic states, and official props without copying Thunder Smith’s identity.
- 192 × 208 per frame
- 96 × 192 ground anchor
- Transparent character layer
- Your emblem never mirrored
official skinGAME SKIN MANIFEST
A skin is a manifest, not a mood board.
The new Smith ships in the same portable package format expected from community characters: reference, versioned strips, directional variants, explicit playback, exact timing, and validation evidence.
Field guide specimen
Game skin manifest
One portable character package for product surfaces and isometric game scenes. Every motion keeps the same frame, anchor, identity, and correctly oriented apron mark.
- Profile
- game
- Frame
- 192 by 208
- Families
- 17
- Strips
- 20
Required families
17 totalidlewalkne · nw · se · swworkreviewwaitfailwavecelebrateinteractsleeptalkdanceattack-shortattack-longwar-cryalert-lowalert-high
skin.json
compact view{
"schemaVersion": 1,
"profile": "game",
"frame": {
"width": 192,
"height": 208,
"anchor": [96, 192]
},
"actions": {
"idle": [{ "id": "idle.v01", "strip": "strips/idle.v01.png" }],
"walk": [{
"id": "walk.v01",
"strips": {
"ne": "strips/walk.v01.ne.png",
"nw": "strips/walk.v01.nw.png",
"se": "strips/walk.v01.se.png",
"sw": "strips/walk.v01.sw.png"
}
}],
"attack-short": [{
"id": "attack-short.v01",
"strip": "strips/attack-short.v01.png"
}]
}
}The remaining fourteen families use the same versioned clip shape.
OPEN CHARACTER SYSTEM
Bring your own familiar to the workshop.
Keep the frame, anchors, actions, and transparent character layer. Change everything that makes the character yours.



















