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Made with Nano Banana 2 Lite · CC0 · 6 Oct 2026
Generated from: a scene from a small video game about: Paste this into Summer Engine: Create a realistic first-person 3D historical experience called “WITNESS: The Life of Jesus of Nazareth.” For this prototype, build ONLY the Sermon on the Mount. The player is NOT Jesus and is NOT a biblical character. The player is an anonymous witness standing in Galilee around AD 30. The experience should feel as though the player has travelled approximately 2,000 years into the past and is physically present while the event happens. PLAYER EXPERIENCE The player must have complete freedom to walk around in first person using normal keyboard and mouse controls. The player can approach Jesus, walk through and around the crowd, stand behind Jesus, move far away, explore the hillside, look toward the Sea of Galilee, or leave and return. There are NO missions, quests, objectives, puzzles, combat, weapons, inventory, scores, collectibles, dialogue choices, objective markers or forced cutscenes. The event must continue independently of the player. Jesus does not wait for the player. The crowd does not follow the player. The player can even miss parts of the sermon. ENVIRONMENT Create a large, realistic hillside overlooking the Sea of Galilee. Use historically plausible first-century Galilee scenery: dry grass, dirt paths, rocks, shrubs, olive trees and native vegetation. Include distant first-century settlements constructed from simple stone and mud-brick buildings. Do NOT include modern buildings, medieval castles, European villages, fantasy architecture or modern objects. Use realistic sunlight, shadows, atmospheric haze, distant landscape and natural movement of vegetation. JESUS Jesus should be a historically plausible first-century Jewish man from Galilee, approximately early 30s, with Middle Eastern/Jewish facial features, dark hair, beard, natural human proportions, simple first-century clothing and sandals. Do NOT depict Jesus as a medieval knight, fantasy character, cartoon character or stereotypical European Renaissance figure. Jesus stands or sits at a natural elevated position and teaches the crowd. Give Jesus natural body animation while speaking: breathing, blinking, looking toward different sections of the crowd, subtle hand gestures, head movement and realistic speaking behaviour. VOICE Jesus must actually SPEAK AUDIBLY, not only display text. Use a calm, warm, natural adult male voice. His voice should originate spatially from his actual location. When the player approaches Jesus the voice becomes clearer/louder; when the player walks far away it becomes quieter. Captions may be included as an optional accessibility feature, but captions must NOT replace spoken dialogue. THE CROWD Create a large crowd consisting of men, women, elderly people, children, families, travellers and disciples. Use historically plausible Middle Eastern appearances and first-century clothing. Arrange people organically in groups around Jesus rather than perfect rows. IMPORTANT: DO NOT MAKE THE CROWD CONSTANTLY WANDER AROUND. Approximately 85–90% of listeners should remain roughly where they are during the sermon. Some sit on the ground, some stand, families remain together, and disciples may stand nearer Jesus. Make the crowd feel alive through subtle behaviour: breathing, blinking, changing posture, turning toward Jesus, occasionally looking at another person, quiet whispers, parents interacting with children, adjusting clothing, occasionally sitting or standing, late arrivals approaching the gathering and occasional people leaving. Only a small percentage of people should be walking at any particular time, and they should have a reason for moving. Randomize these behaviours so hundreds of people do not perform identical animations simultaneously. HUMAN ANIMATION Every moving human must use proper locomotion animation. Walking characters must visibly move their legs, arms and bodies. Walking animation speed must correspond with actual movement speed. NEVER allow a character to slide across the ground while remaining in an idle pose. Use natural transitions between standing, walking, stopping, sitting and listening. AUDIO Add natural environmental audio: wind, birds, distant water, footsteps, clothing movement and quiet crowd murmuring. Do not use constant dramatic music. The environment itself should provide the atmosphere. GRAPHICS Aim for the highest realistic visual quality supported by the engine. Prioritize realistic human proportions, faces, clothing, terrain, vegetation, lighting and animation. Avoid cartoon, low-poly, blocky, voxel, exaggerated or fantasy visual styles. Optimize distant crowd members and scenery if necessary for performance while keeping nearby people detailed. CORE DESIGN RULE NPCs are inhabitants of the world, not actors waiting for the player. They should generally ignore the player unless the player physically obstructs them. The world continues whether the player watches or not. The experience should make the player think: “I am not watching a movie about the Sermon on the Mount. I am standing there while it is actually happening.” WALK. LOOK. LISTEN. WITNESS. Build ONLY this Sermon on the Mount prototype. Do not attempt to create the rest of Jesus’ life yet.. 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
Charbel Baradhy
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