Spin the Wheel OC Challenge: 120 Design Constraints

Spin one of 120 design constraints for your original character, then draw inside the rule that lands.

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Spin 1 · number 51

In a friend's style

With their permission, draw your character the way a friend would. Study how they build eyes, hands and folds before you start.

Every spin uses the whole wheel.

120 challenges on the wheel.

Numbers on the wheel

  1. Three-color palette
  2. Two colors plus white
  3. Monochrome design
  4. Grayscale only
  5. Complementary pair
  6. Analogous trio
  7. Triadic palette
  8. Split-complementary
  9. Warm colors only
  10. Cool colors only
  11. Pastels only
  12. Earth tones only
  13. Zorn palette
  14. No black allowed
  15. One accent color
  16. Palette from a photo
  17. Spin the colors
  18. Friend picks colors
  19. Flip the values
  20. One-season palette
  21. Ten-minute design
  22. Five-minute design
  23. 2-minute thumbnails
  24. 30-second gestures
  25. One-hour finish
  26. 10 min, 1 min, 10 sec
  27. One song, one design
  28. Three 5-min passes
  29. One a day for a week
  30. 5-minute color pass
  31. 20 heads, 20 minutes
  32. 3 redesigns, 5 min
  33. In half the time
  34. Pass the page, 3 min
  35. Finish it tomorrow
  36. One-hour lineup
  37. Swap the species
  38. Redraw as a villain
  39. Redraw as the hero
  40. Age them up 30 years
  41. Draw them aged seven
  42. Gender swap redesign
  43. Move to another era
  44. Two OCs trade outfits
  45. Two OCs trade colors
  46. Fuse two characters
  47. New job, same person
  48. Move to a new genre
  49. Opposite personality
  50. Redraw your oldest OC
  51. In a friend's style
  52. Make them an animal
  53. Humanize an animal
  54. Humanize an object
  55. Four-season closet
  56. Formal and off-duty
  57. Swap their element
  58. Swap signature item
  59. Make them an extra
  60. Mirror-world twin
  61. Silhouette first
  62. Circles only
  63. Squares only
  64. Triangles only
  65. One shape repeated
  66. Chibi proportions
  67. Heroic proportions
  68. All asymmetrical
  69. Perfect symmetry
  70. Big, medium, small
  71. Top-heavy build
  72. Bottom-heavy build
  73. Reads at thumbnail
  74. Start from a scribble
  75. Start from a letter
  76. Triple one feature
  77. Remove three things
  78. Tiny and huge duo
  79. One line of action
  80. Open negative space
  81. Ballpoint pen only
  82. No undo, no eraser
  83. Blind contour portrait
  84. Non-dominant hand
  85. One continuous line
  86. Cross-hatching only
  87. Stippling only
  88. Pixel art, 32 by 32
  89. Cut-paper shapes
  90. No outlines
  91. Line only, no shading
  92. Flat colors only
  93. One brush, one size
  94. Oversized brush only
  95. Swap your medium
  96. Sticky-note canvas
  97. Design it as a sticker
  98. Stained-glass style
  99. Woodblock-print look
  100. Finger or mouse only
  101. Front, side and back
  102. Six-expression sheet
  103. What is in their bag?
  104. Draw their room
  105. Tarot card frame
  106. Their coat of arms
  107. One mark, one story
  108. Five-word brief first
  109. Design from a name
  110. Design from a birthday
  111. Design from emotion
  112. Make one flaw visible
  113. Design a relative
  114. Design their rival
  115. Add a companion
  116. After a very bad day
  117. Design their symbol
  118. Cast height lineup
  119. 3 poses, blank face
  120. Hands at work

Results

  1. 1. In a friend's style

Tip: the space bar and the Enter key spin the wheel, and so does a tap on the wheel itself. Press again to skip to the result.

Spin the Wheel OC Challenge: 120 Design Constraints: how it works

This spin the wheel OC challenge holds 120 design constraints for drawing an original character, sorted by what they restrict: color, time, the character itself, shape, medium, or the story on the sheet. Tap a group, spin, and draw inside the rule that lands. Every entry carries a how-to note.

Stack two spins for a real brief

One constraint is a warm-up. Two from different groups make a brief: Zorn palette plus Silhouette first, or Swap the species inside a Ten-minute design. Spin once with Color limits selected, then tap another group and spin again. Two rules from one group can cancel out, since nobody can obey Warm colors only and Cool colors only together. Keep the first and respin the second.

Run a drawing swap or a week of prompts

For a group, switch to Elimination so no two artists get the same rule. Each person spins, then posts the finished character with the constraint written on the sheet. For a solo week, spin seven times in Elimination on Sunday. The 16 time limits suit a daily habit: ten 30-second gestures take five minutes.

Tips

  • Write the rule in a corner of the finished sheet. A three-color design looks unfinished to anyone who does not know that was the point.
  • Art block? Filter to Time limits. A ten-minute timer removes the option of getting it perfect.
  • A rule that needs two characters, such as Two OCs trade outfits, works with a friend's OC. Ask first and credit them.

Questions and answers

What is an OC challenge?

OC stands for original character: one you invented, not one from a show or a game. An OC challenge is a drawing prompt with a rule attached, such as a limited palette, a time limit or a redesign. Artists post the result with the rule beside it so others can try the same one. The wheel replaces the numbered list where a friend picks a number for you.

Do I need a character before I spin?

Only for some of it. The 24 entries under Swaps and redesigns need an existing design, because Redraw as a villain has to start from somebody. Color, time, shape and medium rules work on a blank page. With no character yet, spin a species, a name and a personality on the sibling wheels first.

Can I put my art club's own challenges on the wheel?

Yes. Tap My list and type one challenge per line, up to 100 lines. It is saved in this browser only and never sent to us. A share link copied after a spin carries the entries inside it, so the whole club sees the same wheel and result.

More like this

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All 120 challenges

Time limits 16

  • 10 min, 1 min, 10 sec Draw the same character three times: in ten minutes, in one minute and in ten seconds. Whatever survives into the last drawing is the core of the design.
  • 2-minute thumbnails Six tiny versions, two minutes each, none bigger than a matchbox. Circle the best one and only then start the real drawing.
  • 20 heads, 20 minutes Twenty different faces for one cast, a minute each. By head fifteen the easy ideas are used up and the interesting ones begin.
  • 3 redesigns, 5 min Take one existing character and redesign them three times in a quarter of an hour. Each version has to change something big.
  • 30-second gestures Ten poses of the character at 30 seconds each. Pose only: no face, no costume. You learn how they move before deciding what they wear.
  • 5-minute color pass The line art gets as long as you like. Color gets five minutes, flat fills only. It forces a palette decision before you start.
  • Finish it tomorrow Ten rough minutes today, then close the sketchbook. Finish tomorrow with fresh eyes and a 30-minute limit.
  • Five-minute design Five minutes, one character. Expect three big shapes and a face. If you are drawing buckles, you have run out of plan, not time.
  • In half the time Redraw a design you have made before in half the time it took. Note what you dropped: it may not have been needed.
  • One a day for a week A new character every day for seven days, 20 minutes each. Spin once more and keep that second constraint for the whole week.
  • One song, one design Put on one song and design until it ends. The track sets the mood as well as the clock: a slow song and a fast one give different characters.
  • One-hour finish Sixty minutes from blank page to colored design. Spend the first ten on thumbnails, or the last ten go on repairs.
  • One-hour lineup Four characters who belong to the same story, side by side, in 60 minutes. That is fifteen minutes each, so share a palette across the cast.
  • Pass the page, 3 min In a group, each artist draws for three minutes and passes the page on. Nobody erases what is there. Four passes make a character no one would have designed alone.
  • Ten-minute design Set a timer for ten minutes and stop when it rings. Settle the silhouette first, because there will be no time to rescue it with detail.
  • Three 5-min passes Five minutes of silhouettes, five of inner shapes, five of detail. When a pass ends you may not go back to it.

Color limits 20

  • Analogous trio Three neighbors on the color wheel, such as yellow, yellow-green and green. One leads and the other two support it.
  • Complementary pair Two colors from opposite sides of the color wheel, such as blue and orange. Give one most of the design and save the other for accents.
  • Cool colors only Blues, greens, violets and cool grays. A cheerful character in a cool palette is harder than it sounds, which is the exercise.
  • Earth tones only Ochre, umber, sienna, olive and clay. Separate the parts of the outfit by value, because the hues will all sit close together.
  • Flip the values Take a finished design and reverse its lights and darks: pale hair goes dark, the dark coat goes pale. The hues can stay.
  • Friend picks colors Ask someone for three colors and do not negotiate. In a drawing swap, each artist picks for the person on their left.
  • Grayscale only No hue at all. Painters call a picture made only in grays a grisaille. If the character still reads, the values are doing their job.
  • Monochrome design One hue only, in any tint, tone or shade. All the contrast has to come from light against dark, so push the values further than feels safe.
  • No black allowed No black lines and no black fills. Darken with deep blue, purple or brown and see how much softer the design gets.
  • One accent color Neutrals everywhere, plus a single saturated color used in no more than three places. Put it where the eye should land first.
  • One-season palette Pick a season and take every color from it: frost blue and bare-branch gray for winter, rust and gold for autumn.
  • Palette from a photo Open the last photo you took, pick five colors from it and design with those. A dull street photo often gives a more usable palette than a sunset.
  • Pastels only Every color mixed with plenty of white. With no dark accents, a menacing character has to get the menace from the silhouette.
  • Spin the colors Spin any color wheel three times and design with what lands, even when two of them fight. Making them work is the challenge.
  • Split-complementary A base color plus the two colors either side of its opposite. It keeps most of the contrast of a complementary pair with less clash.
  • Three-color palette Pick three colors before you sketch and use nothing else. Black and white count toward the three, so choose with care.
  • Triadic palette Three hues spaced evenly round the color wheel, 120 degrees apart. Red, yellow and blue is the best-known triad.
  • Two colors plus white Two colors and the white of the page. Let one color carry the big shapes and keep the other for the places you want looked at.
  • Warm colors only Reds, oranges, yellows and warm browns. A character who should feel cold now has to show it through shape and expression.
  • Zorn palette Yellow ochre, vermilion, ivory black and white: the four paints the Swedish portrait painter Anders Zorn (1860 to 1920) was known for. Black and ochre mix into an olive green.

Shape and silhouette 20

  • All asymmetrical Nothing matches left to right: one glove, one long sleeve, a hard side parting, a single pauldron. Balance it by weight, not by mirror.
  • Big, medium, small Split the figure into one big mass, one medium and one small, such as a huge coat, a medium head and tiny feet. Equal thirds look static.
  • Bottom-heavy build Put the weight below the waist: wide trousers, heavy boots or a full skirt under a small, neat upper body.
  • Chibi proportions Make the head between a third and a half of the total height, with stubby limbs and very little detail. Keep the one feature everyone knows them by.
  • Circles only Build the whole character from circles and ovals. In the shape language most character design courses teach, round reads as friendly and soft.
  • Heroic proportions Draw the figure eight and a half heads tall, the proportion used for gods and superheroes. Most of the extra length goes into the chest and legs.
  • One line of action Draw a single curved line first and hang the whole pose on it. A C curve or an S curve works. Bolt upright does not.
  • One shape repeated Pick one small shape, such as a diamond, a crescent or a hexagon, and repeat it at least five times: earrings, buckles, pupils, pattern.
  • Open negative space Leave gaps between the arms and the body and between the legs, so the pose still reads when filled in black. Closed poses turn into a blob.
  • Perfect symmetry Mirror the design exactly down the center line. It suits royalty, robots and priests, and it makes any small break in the symmetry stand out.
  • Reads at thumbnail Shrink the finished design until it is two centimeters tall. Anything that vanished was decoration, not design.
  • Remove three things Finish the design, then remove three details. If nobody would notice one was gone, it should not come back.
  • Silhouette first Fill the character in solid black before drawing anything inside. If you cannot tell who it is or what they are doing, fix the outline, not the details.
  • Squares only Blocks and rectangles from head to boots. Square shapes read as sturdy, stubborn and dependable, so lean into it.
  • Start from a letter Pick a letter of the alphabet and hide its shape in the silhouette: the S curve of a cloak, the A of a wide stance.
  • Start from a scribble Close your eyes and scribble for three seconds. Then find a character in the mess and tighten it up.
  • Tiny and huge duo Design a pair who must share a frame, one under three feet tall and one over seven. Give them one matching detail.
  • Top-heavy build Put the visual weight above the waist: broad shoulders, big hair, a wide hat, all on narrow legs.
  • Triangles only Points everywhere: shoulders, hair, hem, chin. Triangles read as fast and dangerous, which is why so many antagonists are built from them.
  • Triple one feature Choose one feature and make it three times bigger than is sensible: the collar, the hands, the hat or the eyebrows.

Medium and technique 20

  • Ballpoint pen only An ordinary ballpoint, nothing else. Light pressure gives gray and heavy pressure gives near black, and nothing can be erased.
  • Blind contour portrait Draw the character from a reference without looking at the paper, in one slow line. The exercise comes from Kimon Nicolaides's 1941 book The Natural Way to Draw.
  • Cross-hatching only Shade with layers of parallel lines set at angles to each other, more layers for darker tones. No smudging and no solid fills.
  • Cut-paper shapes Cut the character out of colored paper, or out of flat shapes on a screen. There are no outlines: every edge is a cut.
  • Design it as a sticker A thick outline, a white border and a pose that reads at the size of a coin. Crop nothing: a sticker is cut round the whole silhouette.
  • Finger or mouse only No stylus and no pencil. Draw with a fingertip on a phone or a mouse at a desk, and let the big shapes do the work.
  • Flat colors only No gradients, no shading and no texture. Each area is one color, as on an animation model sheet.
  • Line only, no shading Pure line art with no fills and no tone. Vary the line weight to show what is near, what is heavy and what is in shadow.
  • No outlines Shapes of color only. Wherever two areas meet, they need different values or the edge disappears.
  • No undo, no eraser Every mark stays. Draw lightly at first, commit with a darker line, and let the wrong lines become part of the texture.
  • Non-dominant hand Draw with the hand you do not write with. Big shapes survive and fussy detail does not, which is a useful lesson in itself.
  • One brush, one size Choose one brush at one size and do not change it. Pressure is the only variable left.
  • One continuous line Never lift the pen. Plan a route round the figure before starting, and double back along a line when you need to travel.
  • Oversized brush only Block in the design with a brush too big to draw eyelashes. It keeps you on shapes and proportions for longer than is comfortable.
  • Pixel art, 32 by 32 A 32 by 32 grid gives 1,024 pixels for the whole character. An eye is one or two of them, so identity has to come from color and outline.
  • Stained-glass style Flat panes of color divided by heavy dark lines, like the lead strips that hold a window together. Every shape must be one a glazier could cut.
  • Sticky-note canvas The whole character has to fit on one three-inch sticky note. Full body, not a headshot.
  • Stippling only Shade with dots alone, packed closer for darker areas. It is slow, so keep the drawing small.
  • Swap your medium If you draw on a tablet, use paper today. If you draw on paper, go digital or pick up a medium you have never tried.
  • Woodblock-print look Bold outlines and flat, unshaded color, the look of Japanese ukiyo-e prints from the 17th to the 19th century. Limit yourself to five inks.

Story and sheet tasks 20

  • 3 poses, blank face Draw three poses with the face left empty. If a friend can name the mood of each one, the body language works.
  • Add a companion A small animal or creature that echoes one color from the character and contrasts in shape: a round owl for an angular wizard.
  • After a very bad day The same outfit at the end of the worst day of the adventure: torn hem, mud to the knee, one glove missing, tired shoulders.
  • Cast height lineup Stand the character beside three others against ruled height lines. Different heights and builds make a cast easier to tell apart at a glance.
  • Design a relative Draw a parent or sibling of an existing character. Share two features and change everything else.
  • Design from a birthday Spin a birthday. The season sets the palette and the star sign gives you a symbol to hide somewhere in the outfit.
  • Design from a name Spin a name and design whoever it belongs to. Decide what the name sounds like (soft, sharp, old) before deciding what they look like.
  • Design from emotion Make one emotion visible in the whole design, not only the face: the posture, the palette and the way the clothes hang.
  • Design their rival Reverse the shape language and the palette temperature but keep the same height, so the two look like a matched pair face to face.
  • Design their symbol A personal mark simple enough to scratch into a wall in five strokes. Then find three places on the costume to put it.
  • Draw their room No figure allowed. Draw the desk, the shelf or the bunk, and let a viewer guess who lives there.
  • Five-word brief first Write five words before drawing a line, such as retired lighthouse keeper, hates water. Design only what those words justify.
  • Front, side and back Draw the character standing straight from the front, the side and the back, lined up on shared guidelines so the shoulders and knees stay level. Animation studios call this model rotation.
  • Hands at work Three studies of the character's hands doing their job: gripping, mending, casting or counting. Add the wear the job would leave.
  • Make one flaw visible Pick a flaw such as vain, careless or stubborn and show it without words. Careless might be mismatched buttons and a trailing lace.
  • One mark, one story A scar, a chipped tooth or a mended sleeve. Write one sentence about how it happened and put it on the sheet.
  • Six-expression sheet One head, six moods: joy, anger, fear, sadness, disgust and surprise. Keep the head angle the same so only the face changes.
  • Tarot card frame Draw the character as one of the 22 Major Arcana, numbered 0 for The Fool to 21 for The World. Tall frame, number at the top, title at the bottom.
  • Their coat of arms A shield with one animal, one object and two colors that stand for the family. Keep the shapes flat and bold, as on a real shield.
  • What is in their bag? Draw the character and the seven things they carry every day, laid out beside them. One item should surprise the viewer.

Swaps and redesigns 24

  • Age them up 30 years Hair, posture and wardrobe all move on. Decide what happened in those 30 years and let one item from the old design survive.
  • Draw them aged seven Shorter limbs, a larger head for the body, and clothes someone else chose. Which habit or feature was already there?
  • Formal and off-duty Draw them dressed for a wedding and again for a slow Sunday at home. The gap between the two says a lot about them.
  • Four-season closet One character, four wardrobes. The cut and the favorite color should stay constant, so all four look like the same closet.
  • Fuse two characters Merge two OCs into one. Take the silhouette from the first and the palette from the second, then pick one feature to blend.
  • Gender swap redesign Redesign the character as another gender. Keep the personality and the color scheme so it still reads as the same person.
  • Humanize an animal Choose an animal and design the person it would be. Turn the markings into hair, freckles or clothing, not ears and a tail.
  • Humanize an object A teapot, a lighthouse, a city bus. The material becomes the outfit and the function becomes the job.
  • In a friend's style With their permission, draw your character the way a friend would. Study how they build eyes, hands and folds before you start.
  • Make them an animal Pick the animal that fits the personality, not the hair color. Carry over the palette and one accessory so they stay recognizable.
  • Make them an extra Redesign your lead so they would vanish in a crowd scene. Whatever you had to remove was doing the work.
  • Mirror-world twin Design the version of them from a world where one decision went the other way. Same bones, different scars, posture and wardrobe.
  • Move to a new genre Fantasy knight to space pilot, detective to pirate. Carry three recognizable features across so they are still themselves.
  • Move to another era Shift the character 200 years back or forward. Look up what people of their trade really wore then, and keep one anachronism on purpose.
  • New job, same person Give the character a different trade and redesign the working clothes. A knight who becomes a baker keeps the posture, not the armor.
  • Opposite personality Flip the main trait: shy to loud, careful to reckless. Change the posture and the wardrobe to match, and leave the face alone.
  • Redraw as a villain Same face, same name, opposite morals. Sharpen the shapes, mute the palette and change what the character is proud of.
  • Redraw as the hero For an antagonist: what would they look like if the story were on their side? Open the posture, soften one edge and keep the rest.
  • Redraw your oldest OC Find the oldest character drawing you still have and redraw it next to the original. Improve the drawing, not the idea.
  • Swap signature item Take away the thing they always carry and hand them a tool from another trade: a ladle for the sword, a wrench for the staff.
  • Swap the species Keep the personality, the palette and the outfit, and change what they are: human to merfolk, elf to android. Work out what the outfit has to do differently.
  • Swap their element A fire user becomes a water user, or stone becomes wind. Change the motifs, the palette temperature and the way the hair moves.
  • Two OCs trade colors Same designs, exchanged color schemes. It shows how much of each character lived in the colors and how much in the shapes.
  • Two OCs trade outfits Two characters swap clothes. The interest is in the fit: whose sleeves are too long, and who looks better than they expected?

How this list was compiled: An original list of 120 design constraints written for this site on 2026-09-18, so there is no outside list behind it. It is sorted by what each challenge restricts: the colors, the clock, the character itself, the shapes, the tools, or the story the sheet has to tell. Art terms and the few facts in the notes were checked on 2026-09-18 against English Wikipedia: the color scheme definitions and angles at en.wikipedia.org/wiki/Color_scheme, the Zorn palette and Zorn's dates at /wiki/Anders_Zorn, grisaille at /wiki/Grisaille, blind contour drawing and its 1941 source at /wiki/Blind_contour_drawing, chibi head sizes at /wiki/Chibi_(style), the eight-and-a-half-head heroic figure at /wiki/Body_proportions, cross-hatching at /wiki/Hatching, model rotation at /wiki/Model_sheet, the 22 Major Arcana at /wiki/Major_Arcana, lead strips in stained glass at /wiki/Came_glasswork and the ukiyo-e period and look at /wiki/Ukiyo-e. The remarks about round, square and triangular shapes describe a teaching convention in character design, not a measured fact. Every line was checked against the site's family-friendly rule. Licence: own work