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Made with Nano Banana 2 Lite · CC0 · 9 Oct 2026
Generated from: a scene from a small video game about: PROJECT: COUNTER-STRIKE STYLE MOBILE FPS Create a complete, highly polished, realistic competitive first-person shooter (FPS) for mobile devices, inspired by the gameplay quality of Counter-Strike 2. The game must have original branding, original maps, original weapon designs, and its own identity while delivering a premium tactical FPS experience. 1. GRAPHICS & VISUAL QUALITY Stunning realistic 3D graphics with high-resolution PBR materials. Realistic metal, wood, concrete, glass, and weapon surfaces. Advanced lighting, realistic shadows, ambient occlusion, reflections, and high-quality textures. Realistic muzzle flashes, smoke grenades, bullet impacts, shell casings, explosions, and dust particles. Detailed environments with realistic architecture, believable materials, and atmospheric lighting. Realistic weapon animations, reloading, recoil, inspect animations, and first-person hand models. High-quality sound design with positional audio, realistic gunshots, footsteps, reload sounds, and environmental ambience. Dynamic weather and atmospheric effects where appropriate. Optimize graphics for mobile devices, with Low, Medium, High, Ultra, and Extreme graphics presets. Target smooth 60 FPS gameplay, with 90 FPS and 120 FPS options on supported devices. Use dynamic resolution scaling and adjustable shadow quality to maintain performance. 2. WEAPONS Include a large arsenal of original weapons inspired by modern tactical shooters: Assault rifles Submachine guns Sniper rifles Shotguns Pistols Machine guns Knives and melee weapons Grenades, flashbangs, smoke grenades, and incendiary grenades Every weapon must have unique recoil, damage, fire rate, accuracy, range, animations, sounds, and handling characteristics. Include weapon recoil patterns that reward skill and practice. 3. WEAPON SKIN SYSTEM Build a complete weapon skin inventory system: Premium skins with intricate, high-resolution designs. Covert, classified, restricted, rare, and legendary cosmetic tiers. Animated, reactive, holographic, metallic, neon, camouflage, and custom-painted skins. Weapon wear levels and visual finish variations. Rare special-effect knife skins and gloves. First-person weapon inspection animations. Customizable gloves, character outfits, weapon charms, stickers, decals, and player cards. Inventory menu with 3D weapon previews that can rotate and zoom. Equip, unequip, favorite, sort, and filter options. Save inventory and equipped cosmetics persistently. All cosmetic skins must be visual only and must not provide competitive advantages. Include original skin names and original designs. 4. GAME MODES Competitive 5v5 bomb-defusal mode. Casual 5v5 mode. Team Deathmatch. Free-for-all Deathmatch. Practice range with moving targets. Offline training against AI bots. Custom matches with friends. Spectator mode and match results. 5. MAPS Create several original, highly detailed competitive maps with balanced layouts: A modern Middle Eastern desert city. An industrial warehouse and shipping port. A European urban district. A modern research facility. A Mediterranean coastal town. Maps must include tactical cover, multiple routes, strategic choke points, bomb sites, realistic lighting, detailed textures, and excellent competitive balance. 6. MOBILE CONTROLS Fully customizable touchscreen HUD. Left-side virtual joystick for movement. Right-side camera control. Dedicated fire, aim, crouch, jump, reload, weapon-switching, and grenade buttons. Adjustable button size, position, opacity, and sensitivity. Gyroscope aiming with adjustable sensitivity. Aim assist settings for casual modes. Support for Bluetooth keyboards and mice where the platform permits. Responsive controls designed for competitive mobile gameplay. 7. USER INTERFACE Design a premium, modern tactical shooter interface: Animated main menu. Play, Competitive, Inventory, Loadout, Store, Profile, Settings, and Friends sections. Beautiful 3D weapon showcase in the main menu. Player profile with rank, statistics, match history, and achievements. Competitive ranking and matchmaking. Clean menus, smooth transitions, subtle animations, and professional typography. Complete UI scaling for different mobile screen sizes and aspect ratios. 8. MULTIPLAYER Build a real online multiplayer architecture: Authoritative dedicated game server. Server-side hit validation and damage calculation. Matchmaking, lobbies, parties, and friend invitations. Stable synchronization, lag compensation, interpolation, and prediction. Anti-cheat protections and server-side validation. Player progression, match history, ranks, and leaderboards. Reconnection support and network error handling. Never simulate online multiplayer with fake opponents presented as real players. 9. AUDIO High-quality directional footsteps. Distinct weapon sound profiles. Accurate positional audio for tactical awareness. Spatial audio support where available. Separate volume controls for music, weapons, footsteps, UI, and voice chat. Optional team voice chat with appropriate privacy and moderation controls. 10. PERFORMANCE & QUALITY Build a real, playable 3D game, not a static mockup or menu-only prototype. Use optimized 3D assets, level-of-detail systems, occlusion culling, texture streaming, and efficient rendering. Include graphics presets for different hardware capabilities. Avoid excessive battery consumption and overheating. Use proper collision, physics, animations, weapon logic, and game-state management. Ensure the game can run on Android phones and tablets. Save settings, progression, inventory, and loadouts reliably. 11. DEVELOPMENT REQUIREMENTS Use a suitable 3D engine such as Unity or Unreal Engine, depending on the development environment. Create clean, modular, maintainable code and organize the project into clear systems. Start by building a genuinely playable vertical slice containing: One fully playable 3D map. Two teams with functional combat. At least five working weapons. Realistic weapon animations and recoil. A customizable mobile HUD. A weapon inventory and skin preview system. A practice mode with functional AI bots. Graphics settings and performance optimization. Then expand the game with online multiplayer, additional maps, skins, ranking, and progression. IMPORTANT: Prioritize actual functionality over visual mockups. Do not claim that multiplayer, AI, skins, or other systems work unless they have actually been implemented and tested. Clearly identify any external services, assets, or server infrastructure required. Mobile, as an in-game screenshot in a hand-drawn ink and watercolour style. Palette: paper #f2e8cf, ink #283618, player tomato #bc4749, threat plum #6d597a, accent leaf #a7c957. 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
Akif
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