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Made with Nano Banana 2 Lite · CC0 · 2 Oct 2026
Generated from: a scene from a small video game about: bascially i want to make a VR game of football and here are the requirments Dear Emirates Soft Team, Thank you for your response and for reviewing my concept. To provide some initial clarification: the game is intended to feature real-time football matches where players directly control their characters. My vision also includes a 3D football-oriented world where players can interact in locations such as stadiums, training grounds, clubs, and related areas. I am open regarding platforms and engines, and would appreciate your recommendation for a realistic prototype or MVP scope. I would be happy to discuss the concept in more detail via an online meeting with your technical or game development team. Your game concept, converted into a development structure Think of the game as 6 interconnected systems: System What players do Football Matches, training, tactics, skills, injuries, performance Career Contracts, transfers, agents, reputation, progression Life Apartment/home, transportation, shopping, social activities Club Player, coach, scout, manager, sporting director, president World Stadiums, cities, training facilities, shops, clubs Economy Salaries, transfers, sponsorships, club finances, player market The really interesting part is that players aren't only footballers. For example: Player A → becomes professional footballer → earns €3,000/week → improves rating → receives offers → transfers to another club. Player B → studies coaching → becomes coach → gets hired by Club A → selects tactics → trains Player A. Player C → becomes club executive → manages finances → negotiates Player A's contract → hires/fires coaches. Player D → becomes club president → owns/manages the organization → appoints management → controls budgets and strategic decisions. That creates the persistent-world aspect you're describing. Dear Emirates Soft Team, I wanted to provide a little more detail about the concept and its technical direction. The main idea is to create a multiplayer football world that combines real-time football matches with a deeper career and life simulation. Match Mechanics: Real-time matches where players directly control their football characters, with the possibility of different roles such as player, coach, or club management. 3D World: A football-focused 3D world where players can move between stadiums, training grounds, clubs, offices, and other locations, with activities and progression outside matches. Multiplayer: The long-term vision is a large online environment where players can interact, form teams and clubs, compete, and build their careers together. I am open to your recommendation for the most practical server structure for the first version. Technology: Unreal Engine 5 could be considered because of the project’s 3D, multiplayer, and realistic-world requirements, but I am open to your technical recommendation. Platforms: The long-term target would be PC and consoles, with mobile considered separately depending on the technical scope. Prototype / MVP: I would prefer to start with a focused prototype that demonstrates the core gameplay and multiplayer concept before moving toward full-scale development. I believe the concept would be much easier to explain through an online meeting, where I can present the overall vision and the main gameplay systems in more detail. I would be interested in discussing the technical approach, MVP scope, development stages, estimated timeline, and budget with your team., 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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