Asset Store
Discover high-quality assets for your next game project, or create your own with AI.
Create AssetDiscover high-quality assets for your next game project, or create your own with AI.
Create Asset
Made with Nano Banana 2 Lite · CC0 · 5 Oct 2026
Generated from: a scene from a small video game about: Create a complete playable 3D open-world truck simulator inspired by Morocco. The game should be designed primarily for Android/mobile devices, with optimized graphics so it can run on mid-range and low-end phones. GAME CONCEPT The player owns a truck and can freely travel around a Moroccan-inspired open world. The player can: - Drive freely around the world. - Travel between Moroccan cities. - Accept cargo delivery jobs. - Earn money. - Buy and customize trucks. - Refuel and repair trucks. - Own a house. - Own a garage. - Park trucks at the garage. - Explore cities, villages, highways, mountains and desert areas. The game should feel like a Moroccan Truck Simulator with freedom of movement. --- MOROCCAN WORLD Create a large open world inspired by Morocco. Include cities and regions inspired by: - Casablanca - Rabat - Salé - Kenitra - Tangier - Fez - Meknes - Marrakech - Agadir - Essaouira - Ouarzazate - Oujda The map does not need to be geographically 100% accurate, but it should strongly feel like Morocco. Add: - Highways - National roads - Mountain roads - Desert roads - Small villages - Moroccan houses - Markets - Industrial areas - Ports - Truck stops - Gas stations - Repair garages - Warehouses - Farms - Mountains - Palm trees - Desert areas - Moroccan-style road signs The player must be able to travel freely between areas. --- TRUCK Create a fully playable 3D truck. The truck must have: - Realistic acceleration - Braking - Steering - Automatic transmission - Reverse - Headlights - Brake lights - Horn - Engine sound - Suspension - Trailer - Interior camera - Third-person camera Mobile controls: - Virtual steering wheel - Gas button - Brake button - Reverse button - Horn button - Lights button - Camera button --- FREE TRAVEL The player must NOT be forced to follow missions. The player can simply drive around the world and travel wherever they want. Create an in-game map showing: - Player location - Cities - Roads - Gas stations - Garages - Jobs - House - Important locations --- CARGO JOB SYSTEM Create a cargo delivery system. Examples: Casablanca → Rabat Rabat → Tangier Marrakech → Agadir Fez → Meknes Agadir → Marrakech Tangier → Rabat Each job should show: - Cargo type - Pickup location - Destination - Distance - Estimated travel time - Payment After successfully delivering the cargo, the player receives money. --- MONEY SYSTEM Create an in-game currency system. The player earns money from deliveries. Money can be spent on: - New trucks - Trailers - Fuel - Repairs - Truck upgrades - House upgrades - Garage upgrades --- PLAYER HOUSE Give the player their own house. The player can: - Enter the house. - Return home whenever they want. - See their progress. - Park their truck near the house. - Upgrade the house later. The house should have a garage or parking area where the player can keep their truck. --- GARAGE Create a personal truck garage. The player can: - Enter the garage. - Store trucks. - Select a truck. - Buy trucks. - Upgrade trucks. - Repair trucks. - Change truck appearance. --- GAS STATIONS Create working gas stations around the map. The player can drive to a gas station and refuel. Fuel decreases while driving. Display: Fuel: 0–100% --- REPAIR SYSTEM Truck damage should be possible. Create repair shops where the player can repair: - Engine - Tires - Brakes - General truck damage --- DAY AND NIGHT Add a dynamic day/night cycle: - Sunrise - Day - Sunset - Night Headlights should become useful at night. --- WEATHER Add: - Sunny weather - Rain - Fog Weather should affect the atmosphere and visibility. --- TRAFFIC Add AI traffic. Cars and trucks should: - Drive on roads. - Follow lanes. - Stop at intersections. - Avoid collisions when possible. - Have different speeds. Traffic should be heavier around large cities and lighter in rural areas. --- UI Create a clean Arabic mobile HUD. Display: - Speed - Fuel - Money - Current city - Destination - Current job - Mini-map - Direction Buttons: - Map - Garage - Jobs - House - Settings - Camera --- GRAPHICS AND PERFORMANCE Use optimized 3D graphics. Prioritize performance on mobile devices. Use: - Low/medium-poly models - LOD - Optimized textures - Efficient lighting - Simple shaders - Optimized traffic - Efficient world loading Do not make the game unnecessarily heavy. --- SOUND Add: - Truck engine - Horn - Brakes - Tires/road - Traffic - Rain - Wind - City ambience --- SAVE SYSTEM Automatically save: - Money - Current truck - Truck upgrades - Jobs - House - Garage - Progress - Player location --- MAIN MENU Create: PLAY GARAGE MAP JOBS HOUSE SETTINGS --- TOOL LIMITATIONS AND DEVELOPMENT RULES You are working inside an AI game-generation tool with limited processing, asset generation, world size, memory, and generation time. Follow these rules strictly: 1. Do not try to generate the entire huge open world in one generation. 2. Build the game in small playable sections. 3. Start with one compact Moroccan region containing: - One city - A few roads - One gas station - One repair garage - One player house - One truck - A small number of traffic vehicles 4. Make this first region fully playable before expanding the world. 5. If the tool reaches an asset, object, script, map-size, memory, or generation limitation, simplify the feature instead of breaking the game. 6. Use placeholders whenever a required 3D asset cannot be generated. 7. Do not generate extremely detailed buildings or environments if they significantly reduce performance. 8. Reuse optimized assets where possible instead of creating hundreds of unique objects. 9. Use modular roads and environments so new cities can be added later. 10. Use streaming, chunking, or loading zones if supported by the tool. 11. Keep the number of active traffic vehicles limited. 12. Keep physics calculations optimized for mobile. 13. Prioritize gameplay systems over visual detail. 14. If a feature is not supported by the tool, implement the closest functional alternative rather than pretending it works. 15. Never leave broken buttons, empty menus, missing references, or unfinished systems. 16. Test each generated feature before moving to the next feature. 17. If generation fails, retry with a smaller version of the same feature. 18. Never delete working features just to add a new feature unless absolutely necessary. 19. Preserve the existing playable version when expanding the game. 20. Keep all systems modular so the project can continue growing. --- DEVELOPMENT PRIORITY If the tool cannot implement everything at once, use this priority: 1. Playable truck driving 2. Mobile controls 3. Small Moroccan environment 4. Roads and free driving 5. Player house 6. Garage 7. Gas station 8. Cargo jobs 9. Money system 10. Map 11. Traffic 12. Day/night 13. Weather 14. More cities 15. Advanced graphics Never sacrifice a working playable game just to create a larger map. A smaller polished playable world is better than a huge broken world. --- DEVELOPMENT PROCESS Build the game progressively. Phase 1 — PLAYABLE PROTOTYPE Create: - One Moroccan-inspired city - Roads - One truck - Trailer - Mobile controls - Interior and exterior cameras - Player house - Garage - Gas station - Basic HUD - Basic free driving Make sure this version is actually playable. Phase 2 — GAMEPLAY Add: - Cargo jobs - Money - Fuel - Repairs - Garage system - Truck upgrades - Map Phase 3 — WORLD Add more: - Cities - Villages - Highways - Mountains - Desert - Industrial areas - Ports - Traffic Phase 4 — IMMERSION Add: - Day/night - Weather - Sounds - Better environments - More traffic - More truck types Phase 5 — OPTIMIZATION Optimize the game for Android. Reduce: - Memory usage - Draw calls - Unnecessary objects - Heavy textures - Excessive physics calculations Test performance and fix bugs. --- IMPORTANT FINAL INSTRUCTIONS Do not create only a, 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
Alae Oudaf
Sign in to join the conversation.
Sign in to comment🌍CC0
Use, share, and remix the model freely with no restrictions and no attribution needed.