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Made with Nano Banana 2 Lite · CC0 · 5 Oct 2026
Generated from: a scene from a small video game about: Create a realistic 3D first-person psychological horror game called **BLACKOUT**. BLACKOUT is a story-driven investigation horror game set in a mysterious Korean school. The player explores the school, investigates unexplained incidents, collects evidence, discovers secrets, and experiences interconnected cases. The game must look realistic and cinematic, with detailed 3D environments, realistic materials, lighting, shadows, reflections, atmospheric effects, believable animations, and high-quality horror atmosphere. Avoid cartoonish or Roblox-like visuals. The game is designed for mobile, with touchscreen movement, camera controls, interaction, running, crouching, flashlight and phone controls. Create a dark minimalist main menu with: * BLACKOUT * Continue * New Game * Case Files * Settings The main game should take place in a detailed Korean school with classrooms, hallways, staircases, offices, library, laboratory and other believable school areas. The player permanently carries a smartphone containing: **Messages** — conversations, mysterious messages and story notifications. **Journal** — automatically records the story from the player's first-person perspective as events happen. It should feel like the player's personal account of what they experienced. **Case Files** — stores all cases, investigation progress, characters, locations and mysteries. **Evidence** — stores documents, photographs, objects, recordings and other discoveries. **Map** — records explored areas and important locations. **Camera** — photographs can be taken and saved as evidence. **Flashlight** — functional phone flashlight used to explore dark areas. **Battery** — phone battery decreases when using certain functions. The first cases are: **CASE 001: THE GIRIGO CURSE** **CASE 002: THE BELL COLLECTOR** Build the permanent BLACKOUT systems and a playable section of the school first. Make the result feel like the beginning of a real commercial horror game, not a simple prototype or generic 3D demo. Prioritize visual quality, atmosphere, first-person immersion and mobile usability., 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
Mini Buddy Studio
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