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Made with Nano Banana 2 Lite · CC0 · 5 Oct 2026
Generated from: a scene from a small video game about: # SHADOW STORM ## FULL REALISTIC 3D MILITARY ACTION GAME DEVELOPMENT PROMPT You are the lead Unity game architect, senior C# developer, 3D gameplay programmer, AI programmer, technical artist and optimization engineer. Your task is to create a completely new, highly realistic, playable 3D military action game called **SHADOW STORM** from the ground up. Do NOT create a simple demo. Do NOT create a fake prototype with placeholder logic pretending to be a complete game. Build the project as a properly structured, scalable Unity game with professional architecture, modular C# systems, real gameplay loops, AI, weapons, missions, environments, UI, audio, vehicles, saving and optimization. The game must eventually be capable of being built into a Windows standalone playable game. --- # 1. GAME IDENTITY Title: SHADOW STORM Genre: Realistic 3D military tactical action shooter. Perspective: First person as the primary perspective. Optional third person support may be added later. Tone: Dark, serious, cinematic, tense and realistic. The game should feel grounded and immersive rather than arcade-like. The environment should contain realistic African inspired landscapes including: • Savannah • Dry grasslands • Dense vegetation • Dirt roads • Rocky terrain • Hills • Villages • Small towns • Military compounds • Remote outposts • Forested areas • Rivers • Bridges • Farms • Abandoned buildings Do not use copyrighted characters, logos, maps, music or assets from existing games. --- # 2. CORE GAMEPLAY The player is a trained military operator deployed into dangerous environments. Gameplay must combine: • Infantry combat • Tactical movement • Reconnaissance • Squad operations • Stealth • Firefights • Vehicle movement • Mission objectives • Extraction • Radio communication • Environmental interaction • Enemy AI • Friendly AI • Resource management The player should be able to approach missions in different ways. Possible approaches: • Stealth • Long range engagement • Direct assault • Squad assault • Reconnaissance • Flanking • Vehicle approach • Night operation --- # 3. PROJECT ARCHITECTURE Create a clean Unity project architecture. Use modular systems. Do not place the entire game inside one giant C# script. Use folders such as: Assets/ Scripts/ Core/ Player/ Weapons/ Combat/ AI/ Squad/ Missions/ Vehicles/ Interaction/ Inventory/ UI/ Audio/ World/ SaveSystem/ Networking/ Utilities/ ``` Prefabs/ Scenes/ Materials/ Models/ Animations/ Audio/ VFX/ UI/ ScriptableObjects/ Resources/ ``` Every system should have a clear responsibility. Use interfaces and reusable components where appropriate. Avoid unnecessary dependencies between unrelated systems. --- # 4. CORE GAME SYSTEM Create: GameManager SceneManager MissionManager SaveManager AudioManager InputManager UIManager ObjectPoolManager SettingsManager TimeManager SpawnManager The game must support: Main Menu Loading Screen Mission Selection Gameplay Pause Menu Settings Mission Complete Mission Failed Game Over Save/Load --- # 5. PLAYER SYSTEM Create a realistic first person player controller. Player capabilities: • Walk • Run • Sprint • Crouch • Prone • Jump • Lean left • Lean right • Vault • Climb appropriate objects • Swim where appropriate • Aim • Shoot • Reload • Change weapon • Throw equipment • Interact • Use vehicles • Take cover Include: Stamina Health Armor Bleeding Movement noise Footstep detection Fall damage Environmental damage Movement should feel weighty and realistic. Do not make the player float or slide unrealistically. --- # 6. CAMERA Create a realistic FPS camera system. Include: Head movement Weapon sway Breathing Recoil Camera shake Sprint camera behaviour Crouch camera behaviour Prone camera behaviour Landing effects Damage effects Near death effects Underwater effects Avoid excessive camera shake. --- # 7. WEAPON SYSTEM Create a modular weapon framework. Weapons must be data driven using ScriptableObjects. Support: Assault rifles SMGs LMGs DMRs Sniper rifles Shotguns Pistols Machine guns Each weapon should support: Damage Range Rate of fire Magazine size Reserve ammunition Reload time Recoil Spread Accuracy Bullet velocity Muzzle flash Muzzle smoke Shell ejection Audio Animations Attachments Attachments: Optics Suppressors Magazines Grips Stocks Lasers Flashlights Implement: Single fire Burst fire Automatic fire Include realistic reload states. Do not allow firing while reloading. --- # 8. BALLISTICS Create a proper projectile or hitscan framework. Support: Headshots Body shots Arm hits Leg hits Armor Distance damage reduction Penetration where practical Ricochets where practical Suppression Different surfaces should react differently: Metal Wood Concrete Glass Soil Rock Water Create impact effects and appropriate sounds. --- # 9. COMBAT SYSTEM Create a reusable Damageable system. Support: Health Armor Damage zones Death Knockdown Bleeding Healing Revival where appropriate Characters should react to being hit. Use animation hooks for: Head hit Torso hit Arm hit Leg hit Explosion Death --- # 10. ENEMY AI Create sophisticated enemy AI. Use Unity NavMesh or an appropriate navigation solution. Enemy states: Idle Patrol Guard Suspicious Investigate Alert Search Combat Flank Retreat TakeCover Suppress CallReinforcements Dead Enemies should: • Hear gunshots • Detect movement • Detect visible players • Investigate suspicious activity • Communicate • Search last known player location • Take cover • Flank • Suppress • Retreat when appropriate • Call other enemies • React to casualties • React to explosions • React to vehicles Do NOT make enemies magically know the player's location. Use perception systems based on: Distance Field of view Line of sight Noise Lighting where practical Last known position --- # 11. ENEMY TYPES Create multiple enemy archetypes. Rifleman Heavy Gunner Sniper Scout Medic Commander Guard Driver Patrol Special Operator Each should have different behaviour. --- # 12. FRIENDLY SQUAD SYSTEM Create AI squad members. Squad members should follow the player. Commands: Follow Hold Move Attack Defend Regroup Suppress Flank Hold Position Return to Formation Squad members should understand basic formations. Examples: Column Wedge Line Implement basic tactical positioning. Squad members should react to combat. --- # 13. RADIO SYSTEM Create a dynamic radio communication system. Use callsigns rather than random generic dialogue. Examples: Alpha Bravo Charlie Actual Command Overwatch Create radio events for: Mission start Enemy spotted Contact Taking fire Enemy down Squad member injured Objective complete Objective failed Extraction available Extraction compromised Reinforcements Mission complete Make the system data driven so voice lines can easily be replaced. --- # 14. MISSION SYSTEM Create a reusable mission framework. Mission objectives can include: Reach location Investigate location Eliminate target Rescue person Secure area Destroy equipment Recover intelligence Escort target Defend position Extract Survive for duration Capture location Reconnaissance Objectives should be chained. Example: MISSION 01 1. Reach insertion point 2. Recon enemy compound 3. Locate intelligence 4. Disable communications 5. Eliminate hostile commander 6. Escape compound 7. Reach extraction zone 8. Extract Mission success should depend on actual objective completion. --- # 15. OPEN WORLD SYSTEM Create large environments using optimization friendly architecture. Support: Terrain LOD Occlusion Streaming Object pooling Distance culling Terrain details Vegetation Roads Buildings Water Weather Lighting The environment must be designed to remain playable on normal gaming PCs. Do not fill the map with thousands of unnecessarily expensive objects. --- # 16. DAY AND NIGHT Implement a dynamic day/night system. Include: Sun Moon Sky Directional lighting Ambient lighting Fog Night, 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
Kelvin Thiuru
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