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Made with Nano Banana 2 Lite ยท CC0 ยท 8 Oct 2026
Generated from: a scene from a small video game about: Create a PLAYABLE 3D first-person psychological horror game called BEYOND THE CASE, Episode 1: REAL MONSTERS. The game is set in 2009 in the fictional town of Ashwood, Oregon, USA. Use atmospheric realistic low-poly 3D graphics with VHS effects, inspired by indie psychological horror games. MAIN CHARACTER: Ethan, a 19-year-old Argentine student who moved from Argentina to Ashwood to study programming. He works night shifts at Ashwood Market to pay his expenses. STARTING SCENE: The player wakes up in Ethan's rented house. Build a real, fully furnished 3D house with a bedroom, bed, desk, working computer, wardrobe, kitchen, bathroom, living room with sofa, doors and windows. Make sure the furniture is VISIBLE when playing, not just listed in the editor. GAMEPLAY: First-person exploration, mobile touchscreen movement and camera controls, jumping, interactive doors, picking up keys and a flashlight, checking the phone and reading messages. The first mission is to get ready for Ethan's night shift and leave for Ashwood Market. Include an interactive computer with university homework and messages from Jake. CHARACTERS: Jake is Ethan's funny Argentine best friend who lives in Portland and calls him with Argentine jokes. Emma is Ethan's coworker. Officer Carter appears trustworthy but secretly hides a terrible criminal secret. Sophie is a friendly waitress who develops romantic feelings for Ethan; the player can choose romantic dialogue and build a relationship with her. Include a greengrocer whose son disappeared and ordinary townspeople. LOCATIONS: Ethan's house, Ashwood Market, a small diner, Ashwood Park, streets and a gas station. In the park, Ethan occasionally sees a mysterious person watching him from a distance. STORY: Build suspense slowly through everyday activities, conversations, romance, humor and unsettling events. The monsters are ordinary humans, not supernatural creatures. Include choices and multiple possible endings. IMPORTANT: Start by generating an ACTUAL PLAYABLE 3D PROTOTYPE of Ethan's furnished house. Prioritize working mobile controls, visible furniture, collision, interactive objects and a playable first objective. Do not generate only images, a story summary, or a design document., 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.
Creator
Belisa
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