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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: a scene from a small video game about: Jogo 3D de sobrevivência em mundo aberto, estilo DayZ, totalmente otimizado para mobile (Android/iOS). Estrutura inicial: 1. Mapa e atmosfera: terreno de 1.5km x 1.5km com bioma pós-apocalíptico (florestas de pinheiros, estradas de terra rachadas, colinas). Iluminação nublada e melancólica, névoa ao fundo para desempenho em celular, Frustum Culling ativado, texturas no máximo 1024x1024. 2. Controles mobile: joystick virtual à esquerda na tela para movimentação, botões de toque para pular, agachar, interagir e atacar/atirar. Câmera em terceira pessoa que segue o jogador ao arrastar o dedo na tela. 3. Status do jogador: variáveis de sobrevivência do personagem principal — Vida (Health), Fome (Hunger) e Sede (Thirst) — que diminuem gradualmente com o tempo. Montar a cena inicial com esses elementos e deixar a lógica preparada para próximas etapas: inventário, zumbis e multiplayer.. Moment 2 of 3 of the first minute of play: the main challenge. 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
Bruno
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