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Made with Nano Banana 2 Lite · CC0 · 5 Oct 2026
Generated from: a scene from a small video game about: PSYCHOSIS: THE LAST WITNESS — a psychological horror mystery. SAVE: checkpoints now, manual saves later. Save story progress, inventory, puzzle state, unlocked doors, choices, evidence, health, resources and player location. STORY: main story plus optional clues, documents and hidden rooms, character lore, meaningful choices, psychological events and multiple endings. Choices affect dialogue, clues, encounters and which ending is reached. AUDIO: positional footsteps, breathing, door sounds, rain, pipes, electricity, whispers, distant sounds and deliberate silence. No constant music. UI: minimal cinematic HUD with health, inventory, objectives, pause menu, settings, controls, audio, subtitles and save/load. GRAPHICS: LOW / MEDIUM / HIGH / ULTRA quality presets controlling resolution, shadows, textures, effects, view distance, anti-aliasing, post-processing, particles and reflections. OPTIMIZE: LOD, occlusion, object pooling, streaming, baked lighting, modular assets, small textures and efficient AI. Avoid huge packages, 4K textures, excessive particles/physics and huge maps. ARCHITECTURE: keep Player, Camera, Input, Inventory, Combat, AI, Puzzle, Save, Audio, Cutscene and Story as modular, separate systems that can be expanded later. Everything must actually work, not fake placeholders., 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
Atif Khan
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