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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: Keep only the rendering approach of the source image: flat-shaded low-poly 3D, simple readable shapes, few flat materials, muted palette, and a fixed in-game third-person camera looking into the room. Replace the cave entirely. Show a small teenage bedroom as the first moment of play: a simple low-poly bed with a plain duvet against the wall, a small wooden nightstand, a narrow window with soft warm morning light, a plain desk with a chair, a worn rug on bare floorboards. Pinned on the wall above the bed is a poster of a sleek Turkish sports coupe — an original, generic wedge-shaped two-door design in sunset orange with simple flat panels; no text, no badge, no brand mark anywhere on it. The player character — the boy with dark brown hair, a plain red shirt and dark trousers — is just waking up: sitting up on the bed, blanket sliding off, sleepy face, feet on the floor. Keep the camera low and angled like a game camera entering the room. Everything must look honest for a small first version made in a game engine in a few days: no detailed textures, no photoreal surfaces, no cinematic lighting, no film still, no text, UI, HUD, logos or editor screens in the image.
Creator
Melih Sevimler
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