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Made with Nano Banana 2 Lite ยท CC0 ยท 2 Oct 2026
Generated from: The main enemy, rival or companion of a scene from a small video game about: Open-world 3D crime sandbox set in modern-day Vice City (inspired by the September 2022 leaks, my own fan take). Two switchable protagonists: Lucia Caminos and Jason Duval. Core features: free roaming, downtown map of Vice City, car spawner, AI traffic, NPCs, weapon system (limited gun carry, drop and swap guns), Euphoria-style ragdoll physics, shoot while swimming, carry bodies, moving while prone, move and shoot while crouching, wall cover mechanics, jump to cover, smarter police in gunfights, more drive-by options (passenger window, cargo bed), interactive cars (armrest, glovebox, seat, rear-view mirror), store robberies and shipping containers at the docks (may contain vehicles, weapons, cash), possible two-character co-op robberies, stealth mechanics, Vice City metro system, clothes with physics, working minimap, a fully functional GTA-style main menu, highway roads with 3D interchanges and barriers, and planes taking off and landing at Vice City International Airport. Full map with every district: Downtown, Crosstown, North Key Largo, Key Largo, Flamingo Beach, Naval Air Station Goose Key, Boca Grande Key, Woman Key, Marquesas Keys, Barracuda Keys, Tequesta, Tequesta Retreat, Port Gellhorn, Leonida Keys, Grassrivers, Ambrosia, Vice City, Mt. Kalaga National Park, Catalan Bay, Gloriana Key, Port Vice City, Vice River, Vice City International Airport, Vice Beach, Peacock Bay, Gables Estates, and Peregrine Bay., 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
Shelby Metro
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