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Made with Nano Banana 2 Lite ยท CC0 ยท 5 Oct 2026
Generated from: a scene from a small video game about: Build a complete, polished, playable VR sandbox game called AVENIR SANDBOX. This is NOT a mockup, landing page, static demo, menu-only prototype, or simple proof of concept. I want an actual playable VR sandbox application with interconnected gameplay systems, a real 3D environment, physics, interaction, progression-free sandbox gameplay, and a desktop testing mode. The primary target is Meta Quest 2. The application should be designed around VR first, while also providing a complete desktop mode so I can test the game without a VR headset. ================ CORE GAME CONCEPT ================ Avenir Sandbox is a free-form physics experimentation game. The player enters a large futuristic industrial research facility where they can: - Pick up objects - Grab objects with VR controllers - Use hand tracking when supported - Move objects - Rotate objects - Throw objects - Stack objects - Push objects - Build structures - Create physics experiments - Spawn different objects - Experiment with gravity - Enter zero-gravity areas - Drive machines and vehicles - Operate industrial equipment - Create contraptions - Activate experimental machines - Explore multiple facility areas - Reset the environment - Experiment freely without a forced objective The main feeling should be: "I entered a giant physics laboratory and I can experiment with almost everything." The game should feel like a REAL GAME, not a technical demo. ================ VR TARGET ================ Primary headset: Meta Quest 2. Design the interaction system so that it can support: - VR controller input - Left and right hand interaction - Grab detection - Grip interaction - Trigger interaction - Physical object manipulation - Throwing - Object rotation - Two-handed manipulation where practical - Hand tracking where the runtime supports it If a specific advanced Quest feature is unavailable, gracefully fall back to controller input. Do NOT make the game unusable if hand tracking isn't available. VR comfort is extremely important. Include: - Adjustable movement settings - Teleport movement option - Smooth movement option - Adjustable turning - Snap turning - Smooth turning - Comfortable camera behavior - No unnecessary camera shaking - No forced motion - No artificial camera movement unless explicitly triggered by the player ================ DESKTOP TEST MODE ================ Create a complete desktop mode so the entire game can be tested without a VR headset. Desktop controls: WASD = movement Mouse = camera look Left mouse = interact/grab Release left mouse = release/throw Right mouse = alternate interaction if useful Space = jump Shift = sprint E = interact/use R = reset held object G = gravity control Z = toggle zero gravity Tab = sandbox menu Esc = pause/settings 1 = spawn crate 2 = spawn sphere 3 = spawn cylinder 4 = spawn physics object 5 = spawn vehicle/machine if available F = flashlight if implemented Mouse wheel = adjust held-object distance The desktop version must feel like an actual first-person game rather than a debugging window. ================ MAIN FACILITY ================ Create a large, detailed industrial research facility. Do NOT create an empty room. The facility should have multiple connected areas. AREA A: MAIN RESEARCH HALL Large central room. Include: - Industrial floor - Structural beams - Large ceiling - Pipes - Electrical panels - Research equipment - Storage areas - Workstations - Large doors - Warning signs - Overhead lights - Catwalks - Railings - Observation windows - Crates - Containers - Machines AREA B: PHYSICS LAB Dedicated experimentation room. Include: - Gravity test chamber - Moving platform and any other appropriate physics experimentation equipment Continue building out the facility and gameplay as a real, playable, polished VR sandbox with physics-driven interaction, and make it fully playable in desktop test mode as described., 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.
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