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Made with Nano Banana 2 Lite · CC0 · 9 Oct 2026
Generated from: a scene from a small video game about: THE LAST SHIFT — شیفت آخر: a realistic first-person 3D psychological horror game set in an ordinary modern office building during a night shift (Windows PC). No supernatural monsters, magic or fantasy — the fear comes from isolation, suspicious humans, strange CCTV footage and an unexplained mystery in a believable corporate building. MAIN CHARACTER: Reza, a 29-year-old Iranian man working the night shift as a security guard at a large private office company. He wears a plain security uniform, carries a flashlight and a radio, and has access to reception, office floors, elevators, meeting rooms, server rooms, stairwells and the security control room. He is not a fighter: no guns, no combat. His only options are to investigate, hide, run, lock doors and use his environment intelligently. SETTING — a fully explorable realistic modern office building (commercial architecture, practical lighting, believable props), including: reception lobby (desk, glass entrance doors, company logo, waiting chairs, security turnstiles); a small security office (CCTV monitors, radio, computer, paperwork, desk lamp); long corridors with glass walls, cubicles, printers, meeting rooms and emergency-exit signs; empty workstations with monitors left on, chairs, keyboards, folders, personal items; a break room (fridge, coffee machine, microwave, vending machine); a server room ( cooling fans, network racks, warning lights, restricted door); elevators, stairwells, bathrooms, storage rooms, underground parking and a loading entrance; a manager's office with story documents; an archive room with employee records and old security reports. STORY — starts 11:30 PM on a rainy Thursday. Reza clocks in, greets the outgoing guard, who warns him about strange incidents on the seventh floor. His routine: checking CCTV, walking floors, verifying meeting rooms and restricted doors, logging inspections. Around 12:20 AM the seventh-floor camera shows a man walking past an empty office; the corridor is empty when he checks. Minutes later the same man stands near the elevator on another camera. His radio gets no response. The elevator opens by itself and a plainly dressed, tired-looking man steps out — not a monster, just a man who stares at Reza for seconds, turns and walks into a locked office. The next morning no employee was scheduled to be on that floor. As the night continues Reza finds a still-running computer, a deleted CCTV recording, an odd access-card log and messages suggesting someone has been entering after closing. The antagonist is a real human with an unknown motive whose behavior slowly becomes threatening, while everything stays grounded. The player must uncover who the man is and why he keeps appearing — an investigation-driven mystery with hide/avoid/lock/escape tension. STYLE: grounded realism, first person, quiet dread; audio design (rain, PA ambience, radio static, distant office sounds); lighting and shadows carry the fear; interactive props (flashlight, radio, doors, locks, CCTV, documents); no gore-heavy fantasy tropes., 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
Mahdi Kamix
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