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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: Foundation for a third-person open-world life simulation set in a fictionalized modern-day Lagos, Nigeria — grounded, immersive and realistic, not cartoonish. PLAYER: Third-person character with customization (name, gender, skin tone, hairstyle, hair color, clothing, basic facial appearance). Chosen name shows in the character/profile system. Normal person, no exaggerated proportions. WORLD: Small but believable open-world Lagos area with residential streets, small houses, apartment buildings, shops, food vendors, roads, sidewalks, traffic, pedestrians, commercial areas, bus stops, a main road, Nigerian-style signage, Nigerian vehicles, Lagos-style architecture, tropical vegetation, drainage channels, utility poles with wires, informal roadside businesses, and a few developed areas mixed with poorer/local areas. Inspired by Lagos without copying exact locations; fictional neighborhood names. ATMOSPHERE: Living city — NPCs that walk, drive, enter/leave shops, talk, cross roads and do ordinary activities. Ambient city sound: traffic, car horns, people talking, vendors, engines, Lagos street ambience. TIME SYSTEM: Basic day/night cycle with morning, afternoon, evening and night; the world keeps functioning through the times of day. MOVEMENT: Responsive third-person controls — walk, run/sprint, natural turning, interact with nearby objects/NPCs, and enter/exit vehicles where vehicles exist. CAMERA: Smooth third-person camera behind the player, modern open-world feel (not a GTA copy). UI: Clean minimal HUD with character name, money (₦0 initially), current time, and a basic health indicator. No extra menus yet. PRIORITIES: 1) character customization, 2) third-person movement, 3) smooth camera, 4) believable Lagos environment, 5) NPC activity, 6) day/night cycle, 7) clean modular foundation for future systems. DO NOT build yet: weapons, police, wanted system, prison, court, jobs, criminal missions, complex economy, permanent death, combat. Keep the architecture modular so these can be added later without rebuilding., seen the way the game camera sees it. 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
YOUNG THUG
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