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Made with Nano Banana 2 Lite · CC0 · 2 Oct 2026
Generated from: Full body on a plain background, facing the camera in a squared-off stance: a taller, broad-shouldered rival scavenger in a rust-red padded vest over a charcoal jumpsuit, a dented metal shoulder plate on one side, a dark helmet with a narrow horizontal visor slit, both hands gripping a stubby rifle across the chest. Strong blocky silhouette, three signature colours only — rust red, charcoal, dull brass — simple flat shapes, one recognisable feature: the battered brass shoulder plate. No text, no UI, no logos. Drawn as a rough storyboard sketch: grey pencil and marker on white paper, one accent colour, loose flat shapes, no shading detail, no background clutter. 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
Armin zahedi Taktir
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