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Made with Nano Banana 2 Lite ยท CC0 ยท 4 Oct 2026
Generated from: a scene from a small video game about: Create a 3D third-person parkour game. The player controls a fast parkour character in a large modern city environment. CORE MOVEMENT: * Smooth WASD movement * Sprint with Shift * Jump with Space * Double jump * Wall running * Wall jumping * Vault over low obstacles * Slide under obstacles * Climb ledges * Grab ledges and pull the character up * Allow the player to chain movements together smoothly * Make the movement feel fast, responsive, and fun LEVEL: Create a large 3D city rooftop parkour map with: * Tall buildings * Rooftops at different heights * Gaps between buildings * Walls for wall running * Rails for balancing * Boxes and barriers for vaulting * Ledges for climbing * Ramps * Underground sections * Checkpoints * A clear starting area and finish area GAMEPLAY: Add parkour courses with increasing difficulty. Add checkpoints so the player respawns at the latest checkpoint after falling. Add a timer that measures how quickly the player completes each course. Add collectible coins scattered around difficult routes. Add a simple leaderboard showing the player's best time. CAMERA: Use a smooth third-person camera behind the character. Make the camera automatically adjust during wall running, jumping, and climbing. Add subtle camera movement during fast movement without making it uncomfortable. VISUAL STYLE: Use a polished stylized 3D game-art style. Make the city colorful and futuristic. Use good lighting, shadows, reflections, and atmospheric effects. Keep performance optimized so the game can run smoothly on normal PCs. UI: Create a main menu with: * Play * Courses * Settings During gameplay show: * Timer * Checkpoint number * Coins collected Make the game playable from start to finish. Create all required gameplay logic, 3D environment elements, UI, player controller, animations, checkpoints, and game systems automatically., 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
harsh vardhan sain
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