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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: Keep the source scene and composition: the armoured hero seen from behind in third person, glowing sword raised, facing a hulking stone-and-crystal beast on a rocky hillside path, with a wooden-palisaded village, a horse cart and a big mountain ridge behind, night sky with a large moon. Re-render the same scene as a medium-poly stylised game look, as if made in a game engine for a small first build. Use noticeably more geometry than the source — faceted but rounded forms with clear bevels and larger readable planes, nothing dense or detailed. Push the graphics bold and graphic: strong clean silhouettes, few flat materials, saturated poster-like colour blocking, crisp two-tone light and shadow with hard shading edges rather than soft gradients, simple geometric shapes for rock, grass tufts, plants and roof thatch. Big simple shapes read clearly at small size; keep faces and props abstract and untextured. In-game mobile camera view, honest to a small team's first version: simple readable shapes, flat colours, no detailed textures, no cinematic lighting, no film still or painterly illustration. No text, UI, HUD or logos.
Creator
Scott Mackie
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