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Made with Nano Banana 2 Lite · CC0 · 10 Oct 2026
Generated from: Overhead top-down view of a gutted five-storey Soviet apartment block and its courtyard, roof removed so interior partitions and hallways read clearly: a rectangular concrete footprint with two stairwell cores and a central rubbish-chute shaft, blown-out balconies along the long north edge, a courtyard below with rubble piles, a toppled climbing frame and a burnt car as cover; a basement door under the north wing is the goal; attackers come from the boulevard at the east and the tram line at the south. Drawn in this game's art direction: Photorealistic grounded military realism with a cinematic edge, period-accurate 1998 Eastern European hardware and clothing; physically based materials — chipped painted concrete, wet rusted steel, matte olive canvas, oiled gunmetal, coarse wool, trampled slush and dirty snow; naturalistic proportions, no stylisation; lighting is flat overcast daylight or hard pools of sodium-vapour and searchlight at night, deep soft shadows, visible breath and smoke haze; slight film grain, subtle chromatic aberration, 35mm lens, low handheld camera close to the ground, shallow depth of field; palette of ash grey, frozen blue, rust orange and dim sodium amber, desaturated, no neon or bloom; no text, no captions, no logos, no interface. Everything is original: never draw or resemble characters, places or logos from existing games, films or brands (no red-capped plumbers, no famous mascots), even when the idea names one: take a named game's look and mood, never its characters, names or logos. No text, UI, HUD, logos or editor screens inside any image.
Creator
Alexander
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