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Made with Nano Banana 2 Lite · CC0 · 9 Oct 2026
Generated from: Keep the exact same scene and composition as the source image: a yellow-suited hero in mid-flight throwing a punch into a dark, corrupted double of himself above a bright futuristic city, with a yellow energy burst at the point of impact. Change only the visual treatment. Keep the vivid, saturated flat-colour palette — strong bright blues in the sky and city, the bold yellow suit, the near-black villain — do not desaturate or grey it out. Render the two figures with more grounded, believable weight: realistic athletic human proportions, readable muscle masses and solid volume so they read as convincing 3D characters rather than flat cartoons; give the body a little soft form shading to sell that mass, and add a few simple material cues (matte fabric suit, faint metal on hard surfaces) so all areas feel solid. Stay honest to a small game made in an engine: simple readable shapes, clear silhouettes, few flat materials, no detailed textures, no photoreal render, no cinematic lighting, in-game third-person camera view, no text, UI, HUD or logos.
Creator
Curtis Shaw
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