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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: The main place of a scene from a small video game about: Sim. Agora vou refazer **o prompt completo**, juntando **tudo que você já definiu para o INCLU** e acrescentando a sequência da sua logo exatamente como você explicou. Finished full-colour concept art in this game's chosen look: take only its rendering approach, materials and palette, not its scene: Same scene, same camera and same layout as the source image: the dusk city park with the blind player walking his guide dog on the tactile paving, the wheelchair user on the ramp, benches, playground and low-rise street behind. Keep the flat simple colours of the source: dusk violet sky, stone greys, teal greens, coral and accent gold. Now make every form noticeably rounder and softer: buildings with rounded corners and gentle roof curves, trees as smooth plump rounded canopies instead of sharp facets, chunky rounded character bodies and heads, soft rounded wheels, benches, bins and lamp posts with no hard corners, kerbs and paving slabs softly bevelled. Still simple readable low-poly shapes with few flat materials and minimal detail, a look a small game engine scene can match — not photoreal, no textures or cinematic lighting. No text, UI, HUD or logos anywhere in the image. Never a sketch, pencil drawing or line art. 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
Isabela Vasconcelos
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