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Made with Nano Banana 2 Lite · CC0 · 9 Oct 2026
Generated from: a scene from a small video game about: I want you to create a tactical story driven FPS game campaign with the following premise: the year is 1998. After the fall of the Soviet Union, a deep energetical crisis consumed Russia, making terrorist groups, mafias and oligarchs roam free whilst the corrupt government was unable to fight back. Greedy for resources, the USA used Russia´s weakness in its advantage, attacking by surprise with a full scale airborne attack, seizing main strategical points and succesfully occuping the nation. However, samll rebel groups of patriots mantained resistance. You are Anatoli Barkov, an ex-VDV soldier turned rebel, with a nearly impossible mission: travel from an abandoned airfield in Kazakhstan to a launch site in the Caucasus with the nuclear codes for russias defense sistem, but for that you must go through an entire country at war. And the entire US army will try to stop you from completing your goal... I want it to have at least ten levels or more with different situations and scenarios. The atmosphere must feel very soviet/russian and 1990sesque. I want a good variaty of guns, rifles and submachineguns such as: Makarov, Beretta, AKM, AK47, MP5, M16, M4, SVD, PKM, Uzi, Galil and Aug. I also want three enemy tipes: light, medium and heavy, each with different armor levels. Your reference must be old school Call of Duty and Battlefield. Make it fun and easy, but slightly challenging at times. The player explores and finds a hidden secret. Drawn as finished full-colour game concept art in a clean, neutral style: clear shapes, readable silhouettes, soft even lighting, a balanced palette. 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
Alexander
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