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Made with Nano Banana 2 Lite ยท CC0 ยท 3 Oct 2026
Generated from: Third-person camera behind a small cube-headed avatar (bright cyan visor band, glowing orange chest core, matte black limbs) standing on a wide circular matte-black hub floor floating in empty darkness. In the centre a tall plain display podium turns slowly, ringed by a soft cyan glow. Three tall portal arches with cyan, magenta and amber rims stand around the far rim. Simple flat shapes, no text, no UI. Finished full-colour concept art in this game's chosen look: take only its rendering approach, materials and palette, not its scene: Keep this exact scene, composition, low camera angle and flat neon vector style: solid fills, no gradients, crisp hard edges with thin dark outlines, near-black void background, glowing cyan portal arch, arc of gold coins, magenta hazard block, dark stepped platform. Change only the avatar's build. The avatar now has a softly rounded cube head with beveled toy-like corners and a thick block body: a wide barrel-block torso, chunky rectangular block arms and block legs, like a toy figure assembled from big rounded building blocks. No thin stick limbs. Plain cyan body with a simple flat dark visor band across the front of the head, small square eyes. Original generic design, no brand marks, no text, no UI. In-game screenshot look of a small first-version indie game. Never a sketch, pencil drawing or line art. 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
Yoyo Yo
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