Visual Novel Character Design for Unreal Engine
- Minerva Art Studio
- May 30
- 4 min read
Updated: Jun 3
Sprite art that works inside the engine—not just on your moodboard.
It’s one thing to sketch a character. It’s another to build a character that actually functions in your game.
At Minerva Art Studio, we offer Visual Novel Character Design for Unreal Engine that goes beyond flat illustrations. We deliver sprites, poses, expressions, and layered art files structured for implementation inside Paper2D, UMG, and Blueprints.
These aren’t flattened drawings sitting in your asset folder.
They’re production-ready visual novel characters, structured for actual use inside Paper2D, UMG, or sequencer-based event systems.
Check out our Portfolio for different characters, or

Our Services for Visual Novel Characters
When it comes to visual novels inside Unreal, characters aren’t decoration. They’re moving parts. And if they’re not wired to work, they slow everything down.
Here's how we fix it from the start.
1. UE-Ready Sprite Sheets
We deliver layered characters cut, named, and mapped for Paper2D or Flipbook logic. Sprites are aligned with precision pivots, sized for predictable in-game behavior, and formatted in clean 32-bit PNGs or pre-packed atlases.
Problem Solved: Assets that look good in Photoshop fall apart inside Unreal if not sliced properly. We format every frame with anchor precision, preventing visual misalignment and clipping during dialogue transitions.
2. Multi-Expression Sets
We produce complete expression packs with neutral, happy, sad, angry, surprised, shy, smug, and tired variants—plus custom ones based on your script. All expressions are fully separated for face swap logic using variable triggers.
Problem Solved: Emotion builds immersion. A lack of expression control breaks pacing. Our expressions are prepped for toggle scripts or tied directly to Blueprint event triggers.
3. Modular Outfit Design
From school uniforms to fantasy armor, we break down characters into swappable outfit layers—organized by body part. Optional: seasonal variants, battle damage, casual attire.
Problem Solved: If you need alternate outfits, the base rig should support them without needing to redraw the whole body. We design outfits with shared anatomy and silhouette logic, ready for runtime toggling.
4. Pose Variations
We provide pose sets for common VN contexts: standing, facing away, leaning forward, hand-on-hip, sitting, collapsed, hugging. Available in full-body or half-body layout.
Problem Solved: One pose limits what your scenes can do. You end up repeating frames or writing around them. Our poses extend your scene flexibility without redoing assets.
5. Rig-Ready Layer Naming
Each character comes with structured PSDs using standardized layer naming conventions, making them compatible with tools like PaperZD, Live2D UE plugins, or custom rigging workflows. Folders are grouped for face, hair, accessories, limbs, and outfits.
Problem Solved: You shouldn’t have to rename 300 layers by hand. Our files drop into your pipeline without cleanup delays.
6. UE-Compatible Color Profiles
We color-calibrate our characters using Unreal-compatible gamma curves and compression-safe palettes to ensure consistent visual rendering inside different lighting settings.
Problem Solved: Imported sprites can look washed out or oversaturated. We make sure the colors you signed off on actually look right in-game.
7. UI-Friendly Cropping & Scaling
Each sprite includes alternate aspect ratio crops (full body, waist-up, bust) and anchor-based scaling for consistent positioning in UI dialogue scenes, menus, or overlays.
Problem Solved: Your VN's pacing slows when asset positioning is inconsistent. We provide ratios and baseline anchors to make your art team—or dev—work faster.
8. Engine-Tested Sample Scenes (Optional Add-on)
Want to skip setup? We’ll drop your character art directly into a sample UE project with prewired Flipbooks, sprite animations, and a dialogue demo showing expression swaps.
Problem Solved: Sometimes you just need to see it working. Our test scenes confirm everything’s set and ready to build from.
Why You Need Characters Built for Unreal
Not everything you buy on an art platform is made to function. Unreal’s rendering pipeline, lighting settings, camera depth, and texture compression all affect how your character looks once inside the game.
We work backward — from the engine outward — so what you see in-game matches what you imagined.
Who This Is For
This service is for:
VN teams using Unreal for production
Writers who want consistent, engine-ready art
Studios transitioning from Ren’Py to Unreal
Creators building hybrid 2D/3D environments
Teams tired of receiving art that doesn’t fit or function
FAQs
Q1: What’s the default export format?
We deliver layered PSDs, transparent PNGs, and optionally JSON slices or pre-built sprite atlases based on your implementation setup.
Q2: Are your expressions compatible with UE variable triggers?
Yes. We design each expression for toggle control via Blueprint variable states or runtime condition checks.
Q3: Can you deliver rig-ready art for PaperZD?
Yes. We name and group assets for PaperZD compatibility, including limb isolation and mouth-eye toggles.
Q4: Do you support animated expression transitions (e.g., blink, smirk)?
Yes. We provide optional frame cycles for transitions and idle animations (blink, head tilt, mouth shifts).
Q5: Do you build characters with Live2D export in mind?
Yes. We support Live2D-style layer separation and symmetry prep, even if you're using UE plugins or third-party tools.
Q6: Do you support LOD variants for mobile deployment?
Yes. We can deliver multiple resolution versions or flattened expressions for performance-sensitive builds.
Q7: How many expressions do most clients request?
Typical sets include 6 to 8 expressions per character. Complex titles go up to 12+ with custom event reactions.
How to Get Started
Send us:
Character count
Genre and story setting
Sample script or moodboard
Resolution requirements
Output preference (spritesheet, layered, or animated)
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