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Made with Nano Banana 2 Lite · CC0 · 6 Oct 2026
Generated from: a scene from a small video game about: REJO WORLD SIM — a complete 3D open-world life simulation game set in an original fictionalized version of Delta State, Nigeria, aiming for the feel and production quality of modern GTA-style open-world mobile games (but with 100% original assets, characters, vehicles, buildings, clothing, animations, UI and environments — no copyrighted material). 1. WORLD: A large connected open-world environment based on real geographic/map data of Delta State so it can expand across the whole state, using streamed/chunked loading so a mobile phone doesn't load everything at once. Include major locations: Warri, Sapele, Ughelli, Asaba, Agbor, Ogwashi-Uku, Kwale, Burutu, Obiaruku, Bomadi, Patani, Udu and other towns/communities, plus state boundaries, roads, major highways, rivers, creeks, waterways and neighborhood structure. The player should feel like travelling through a real large Nigerian state. 2. WORLD VISUALS: Modern Nigerian open-world style — residential houses, compounds, apartments, shops, restaurants, offices, banks, filling stations, markets, workshops, schools, hospitals, police/security and government buildings, warehouses, commercial streets, roads and intersections, bridges, waterways, and both urban and less-developed areas. Buildings must be far more numerous than a few showcase buildings, using realistic original Nigerian architectural styles. Polished modern open-world look. 3. REAL BUILDING SYSTEM: Buildings have proper 3D geometry, collision (player cannot walk through them), floors/rooms where applicable, doors, interior spaces, furniture/objects, and entry/exit interaction. Approaching a usable door and interacting enters the actual building interior (no teleporting to an unrelated scene). Use reusable but varied interior templates (e.g. shop, bank, apartment, restaurant) so thousands of buildings exist without destroying mobile performance. Some buildings enterable; distant decorative buildings non-enterable. 4. PLAYER ACCOUNT / MULTIPLAYER IDENTITY: Real persistent player accounts. A completely new person opening the shared link is NOT auto-spawned as an anonymous player. Instead: welcome screen, sign in/register with Google/Gmail-based authentication, create or load their persistent profile; new users start character creation, returning users load their saved character and progress. Multiplayer must never be faked with locally generated AI players passed off as real players. 5. REAL-TIME MULTIPLAYER: Players in the same world see each other as real connected players. Support real player presence, player names/IGNs, synchronized positions and movement synchronization (architecture ready for actual online multiplayer)., as an in-game screenshot in chunky low-poly 3D with flat shaded materials. Palette: dusk violet #2b2d42, stone #8d99ae, player coral #ef8354, threat teal #2a9d8f, accent gold #f4d35e. 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. Keep the pictures honest: they promise what a small first version of this game, made in a game engine in a few days, can look like. Simple readable shapes, clear silhouettes, few flat materials, the in-game camera view. Never film stills, photoreal renders, AAA key art, detailed textures, cinematic lighting, or anything that looks like a big-studio game. No text, UI, HUD, logos or editor screens inside any image.
Creator
Rejoice OGBORU
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