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Made with Nano Banana 2 Lite · CC0 · 9 Oct 2026
Generated from: a scene from a small video game about: Игра про высадку в Нормандии (Д-Дэй): десантные лодки в толпе, пляж и проволочные заграждения, противники, союзники, погода и туман. ## Decided in planning - Какой тип игры ты хочешь? Боевик от первого лица - Какие боевики от первого лица тебе нравятся? Arma, Battlefield, Call of Duty - Как должна выглядеть игра? Реалистично, как в Arma - Один боец или целое подразделение? Один боец - Ты один или командуешь товарищами? Я могу отдавать приказы - Как должна звучать игра? Реалистично: выстрелы, взрывы, крики - Что ты делаешь в первую минуту игры? Укрепляешься в окопе - Одна волна или вся операция? Одна волна десанта - Какова твоя главная цель на волне? Выжить и удержать позицию - Умираешь один раз или можешь начать заново? Один раз умер — конец игры ## Art direction Chunky low-poly: a scene from a small video game about: Игра про высадку в Нормандии (Д-Дэй): десантные лодки в толпе, пляж и проволочные заграждения, противники, союзники, погода и туман., 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. ## On the concept board ### Heroes - A brave hero (my pick): Charges in first. - A sneaky hero: Never seen, never caught. - A strong hero: Breaks through anything. ### Worlds - Wide open outdoors (my pick): Room to run. - Tight dark halls: Danger around every corner. - A strange new world: Nothing works like home. ### Moments - Explore and find secrets: Every corner hides something. - Win a big fight (my pick): Fast, loud and close. - Escape just in time: Run before it closes in. ## First playable milestone One small version of the game that plays from start to finish: the player character with its controls and camera, one place from the board, and the main thing the player does there. Make it look like the art direction. Play it and fix what breaks before adding more. ## Open questions Anything this brief does not decide is still open. For the first playable version, make a reasonable choice, say what you chose, and ask me before locking it in. ## Notes - The board pictures are concept art for the look and feel, not finished game assets. - Talk to me in the language I wrote my idea in., as an in-game screenshot in flat colour 2D shapes with a bright limited palette. Palette: sky blue #8ecae6, grass #3a7d44, player sunflower #ffb703, threat red #d62828, accent white #fdfcdc. 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.
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