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Made with Nano Banana 2 Lite · CC0 · 2 Oct 2026
Generated from: The main enemy, rival or companion of a scene from a small video game about: 3D airline tycoon + flight simulator: the player owns a small airline and grows it into a global aviation company. Start with a polished playable vertical slice focused on the core loop: select an airport, pick a destination, board passengers, take off, fly, land, earn money, then buy/upgrade aircraft and open new routes. VERTICAL SLICE SCOPE (do first): - Pilot-controlled flight: throttle, steering, altitude, speed, takeoff and landing assistance, basic turbulence, day/night cycle, light weather variation. - A small fictional world (5-ish cities/airports, no real brands) on a stylized 3D world map showing unlocked routes; airport selection and route selection screens. - 2-3 fictional aircraft with different price, capacity, speed and fuel cost; buy and upgrade (capacity, fuel efficiency, range) in an aircraft garage. - Economy system: earn virtual currency per completed flight (passengers × fare − fuel cost), spend on new aircraft, upgrades, airport upgrades, new routes; save/load progress. - Career mode + Free flight mode, main menu, pause menu, settings, a short tutorial, mission/objective list with rewards, statistics screen, player profile with currency and progress level. - Modern aviation-themed UI, high-quality stylized 3D. QUALITY / ARCHITECTURE: - Clean modular source code: flight, economy, routes/airports, missions, save/load and UI split into reusable, well-named scripts with comments; functional systems over placeholders. - Commercial-ready structure: documentation, install/build instructions, system explanations, asset and license notes. - No copyrighted characters, logos, airline brands, music or third-party assets. Expand the remaining systems (more cities, weather depth, achievements, etc.) in later rounds., full body, plain background. 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
RANINE BELHOUT
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