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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: 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.. Moment 3 of 3 of the first minute of play: the first win. 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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