Use case: stylized-concept. Production game animation sprite sheet: a faithful HD redraw of the eight left-facing WORMLEFT phases from this overhead shooter.

Image 1 is the authentic Original eight-frame sheet enlarged only for legibility. Image 2 is precisely the same Original sheet against gray so the transparent margins and occupied near-black backing can be distinguished. These Original images are the only art authority. Draw NEW continuous higher-resolution form; do not trace the large reference pixels as individual surface tiles, and do not reproduce the grainy pixel-block appearance of an enlarged sprite.

At 128x128 display per frame, make the dark surrounding backing/rim a coherent continuous charcoal material, with restrained smooth curvature and a few subtle folds. Make the small central brown/tan forms rounded and continuous with readable smooth light/shade and finer surface detail. Preserve the asymmetrical left-pointing outline and the right-offset central opening/head. The reference pixels define pose, placement, silhouette and color relationships; they do not define square bricks in the finished interior. Avoid mosaic tiles, pixel squares, individually beveled blocks and adding noise to an enlarged 32x32 image.

Keep the exact layout: a 2:1 transparent 2048x1024 sheet divided into FOUR equal columns and TWO equal rows, eight square cells. Read frames left-to-right across the first row, then left-to-right across the second row. Map each entire native 32x32 Original canvas to its whole square cell with the same scale and anchors. Preserve all transparent margins. In every cell, the Original occupied envelope spans x5..28 and y5..25 of the native 32 square; do not enlarge, recenter, narrow or shift this backing between frames or rows. No extra margins, labels, grid lines, extra cells or added rows. Use genuine alpha transparency outside the object, with opaque near-black paint inside the occupied backing. The gray second reference is for visibility only and must never become a background in the result.

All eight phases must belong to the SAME body, with matching stationary charcoal backing and constant lighting. Only the central opening/closing forms progress exactly as shown. Frame 1 has the dark muted brown rim and deep burgundy vertical recess, with the darkest right inner cavity. Frame 2 brightens the brown cheek/rim slightly. Frames 3 and 4 progressively reveal the paler tan rim without changing the opening's location. Frame 5 shows the broad pale muted ivory/tan edge around the burgundy opening. Frame 6 closes toward the narrow red seam beside the rounded tan form. Frames 7 and 8 are the corresponding closed tan forms, with their genuinely different contours and the small final edge changes from the reference. Do not reorder or duplicate phases.

Keep early phases deliberately dark. Preserve the progression from muted dark reddish brown through pale tan only where the Original contains it; retain the deep burgundy recess and near-black occupied interior. No global brightening, peach/pink wash, shiny white rim or dramatic highlights. Do not add eyes, teeth, limbs, blue lights, machinery, extra facial features, gore or other objects absent from these Original LEFT frames.

The finished sheet should be a restrained modern HD remaster of this exact animation, with meaningful finer continuous shape visible at 4x. No text, border, watermark, cast shadow outside Original support or background scene.
