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Made with Nano Banana 2 Lite · CC0 · 7 Oct 2026
Generated from: a scene from a small video game about: # BUILD A REALISTIC 3D ARCADE SKATEBOARDING GAME Create a fully playable 3D third-person arcade skateboarding game prototype. The gameplay should combine: - believable skateboard physics - realistic human movement - responsive arcade controls - large trick variety - smooth combos - ramps - rails - grinds - manuals - reverts - gaps - wall rides - grabs - flip tricks - spins. The gameplay should capture the general feeling of classic arcade skateboarding games such as Tony Hawk-style skateboarding, but EVERYTHING must be original. DO NOT copy: - copyrighted character models - copyrighted animations - copyrighted maps - copyrighted textures - copyrighted sounds - logos - branding - proprietary assets. Use original assets and original implementation. The goal is to create a realistic-looking skateboarder with highly responsive arcade gameplay. --- # 1. CAMERA Third-person camera behind and slightly above the skateboarder. Camera features: - smooth follow - velocity-based look ahead - speed-based FOV - smooth vertical tracking - collision avoidance - smooth rotation - dynamic framing during large jumps - good visibility of rails and ramps. At higher speed: → slightly increase FOV. During large jumps: → smoothly follow vertical movement. Do NOT use excessive camera shake. Gameplay readability is more important than cinematic effects. --- # 2. PLAYER MOVEMENT The skateboarder must physically move through the world. DO NOT fake movement by moving the environment. Implement: - acceleration - maximum speed - deceleration - friction - momentum - braking - carving - speed-dependent steering - slope physics - gravity - air control. Low speed: → tighter turns. High speed: → larger turning radius. The skateboarder should not instantly rotate 90 degrees. --- # 3. CONTROLS Use this exact initial keyboard mapping: W = accelerate / forward S = brake / slow down A = steer left D = steer right DOWN ARROW = OLLIE LEFT ARROW = FLIP UP ARROW = GRIND / SLIDE RIGHT ARROW = GRAB During airborne state: A / D = body rotation Directional inputs + action buttons = trick variations. --- # 4. BASIC INPUT EXAMPLES DOWN = Ollie DOWN + LEFT = Kickflip DOWN + LEFT + A = directional flip variation DOWN + LEFT + D = opposite flip variation DOWN + RIGHT = Grab DOWN + RIGHT + A/D = different grab variation DOWN + A = 180 left DOWN + D = 180 right UP near a rail = Grind / Slide Allow combinations to be detected by a Trick Resolver. Do NOT create a separate physical button for every trick. --- # 5. INPUT BUFFER Implement forgiving controls. Add: - input buffering - coyote time - trick input windows. If the player presses Ollie slightly before the correct state: → remember the input briefly. Basic tricks should not require frame-perfect inputs. Advanced tricks can require better timing. --- # 6. REALISTIC SKATEBOARD PHYSICS Use a hybrid physics system. REAL PHYSICS + ANIMATION + IK + PROCEDURAL BODY CONTROL. The skateboarder must have: - real position - real velocity - acceleration - gravity - collision - surface detection - airborne trajectory. Do not use a full ragdoll for normal skating. --- # 7. SKATEBOARD The skateboard should have independent: - pitch - yaw - roll. The board rotation must be independent from player body rotation. Do not rotate the whole character when the skateboard performs a flip. Use a logical skateboard transform and procedural board rotation. --- # 8. BODY SYSTEM The skater should contain: - hips - spine - chest - head - shoulders - arms - hands - thighs - knees - feet. Use: - IK - procedural leaning - animation blending - procedural offsets. The body must react to movement. Acceleration: → slight forward lean. Braking: → shift weight backward. Carving left: → lean left. Carving right: → lean right. Landing: → knees compress. Hard landing: → stronger compression. --- # 9. FOOT IK Feet must stay naturally connected to the skateboard. During normal riding: → both feet stay on the deck. During ollie: → rear foot pops the board. Front foot slides/flicks. During flip: → feet move away from the board. During catch: → feet return to the deck. During landing: → feet must be correctly positioned before impact. Prevent: - foot sliding - floating feet - feet passing through board - unnatural knees - broken leg rotations. --- # 10. OLLIE DOWN ARROW performs an Ollie. The Ollie must use real physics. Sequence: 1. player presses DOWN 2. skater compresses knees 3. rear foot initiates pop 4. board starts rotating upward 5. vertical velocity is applied 6. player leaves the ground 7. horizontal momentum is preserved 8. AIRBORNE state begins 9. player reaches apex 10. player descends 11. feet prepare for landing 12. board contacts ground 13. knees absorb impact 14. player returns to RIDING. Do not use a fixed animation to move the player through the entire trajectory. Expose parameters: - ollie force - gravity - maximum ollie height - air time - horizontal momentum. --- # 11. AIR CONTROL During airborne state: - preserve momentum - allow controlled rotation - allow trick inputs - reduce steering compared with ground. Do not allow instant direction changes in the air. The player should feel like the skateboard has momentum. --- # 12. FLIP TRICK SYSTEM LEFT ARROW is the flip modifier. Support: - Kickflip - Heelflip - Varial Kickflip - Varial Heelflip - Hardflip - Inward Heelflip - 360 Flip - 360 Heelflip - Late Flip - Late Heelflip - Double Flip. These should be generated from combinations of: - Ollie - Flip input - directional input - body rotation - board rotation - timing. --- # 13. KICKFLIP A Kickflip should visually work like a believable skateboard trick. Sequence: 1. Ollie 2. rear foot pops 3. front foot flicks board 4. board rotates around longitudinal axis 5. skater rises above board 6. legs separate naturally 7. board completes rotation 8. feet move toward deck 9. board is caught 10. player prepares for landing. The entire player must NOT rotate together with the board. --- # 14. HEELFLIP Heelflip uses the opposite board rotation. The front foot flicks in the opposite direction. The body remains independent. Use IK to make the foot movement believable. --- # 15. SHUVITS Support: - Pop Shuvit - Frontside Shuvit - Backside Shuvit - 360 Shuvit - 360 Pop Shuvit. A Shuvit rotates the board around the vertical axis. The player's body does not automatically rotate with the board. --- # 16. BODY SPINS Support: - 180 - 360 - 540 - 720 - 900 - higher rotations if sufficient airtime exists. Body rotation and board rotation must be independent. Examples: Kickflip + 180 Kickflip + 360 Grab + 360 Grab + 540. Higher rotation should require more airtime. --- # 17. GRAB SYSTEM RIGHT ARROW activates grabs. Support: - Indy - Melon - Mute - Nosegrab - Tailgrab - Stalefish - Crail - Japan - Method - Airwalk - Madonna. Determine grab using directional input and skater orientation. Example: DOWN + RIGHT = basic grab. A/D + RIGHT = directional grab variations. --- # 18. REALISTIC GRAB ANIMATION Do not instantly teleport the hand onto the skateboard. Sequence: 1. player jumps 2. knees compress 3. body reaches toward board 4. hand moves toward deck 5. hand contacts board 6. hand maintains believable position 7. torso and shoulder adjust 8. player holds grab 9. player releases 10. legs extend 11. landing preparation. Use IK. --- # 19. GRAB + SPIN Support: Grab + 180 Grab + 360 Grab + 540 Grab + 720. The body must rotate while the hand stays visually connected to the board. --- # 20. GRIND / SLIDE SYSTEM UP ARROW activates Grind / Slide. When airborne and near a grindable surface: → detect rail/ledge → align skateboard → enter grind. Support: - rails - ledges - coping - boxes - grindable edges. Do NOT teleport onto rails. Use a controlled constraint. Process: 1. detect rail 2. find closest point 3. determ, 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
Arkadiusz Kowalik
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