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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: a scene from a small video game about: Create a playable original 3D third-person action RPG prototype called TIAM: WAR OF WORLDS, designed primarily for Android mobile phones in landscape/horizontal orientation. This is a completely original intellectual property. Do NOT copy or recreate Marvel, DC, Avengers, Justice League, Batman, Superman, Iron Man, or any other copyrighted/trademarked character, costume, logo, story, location, dialogue, animation, music, sound, or visual identity. Every character, faction, power, environment, story element, and visual design must be original. CORE CONCEPT The player controls TIAM, the central protagonist of the story. The game takes place in a fictional city called NOVA CITY. A mysterious dimensional phenomenon called THE RIFT suddenly appears above the city. The Rift releases strange energy and causes powerful factions to collide. Two major original factions exist: THE SENTINELS — a disciplined organization that believes super-powered individuals must protect civilization and maintain order. Their visual identity uses futuristic technology with blue, white, and gold. THE VANGUARD — a revolutionary organization that believes the existing world order must be destroyed and rebuilt. Their visual identity uses dark industrial technology with black, red, and gray. Neither faction is completely good or evil. The player will eventually choose between the two factions, while a hidden independent path may become available. PHASE 1 — BUILD ONLY THE PLAYABLE PROTOTYPE Do NOT, 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
Saman Rasouli
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