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Made with Nano Banana 2 Lite · CC0 · 6 Oct 2026
Generated from: A wide open outdoor place for a scene from a small video game about: Playable 3D My Hero Academia fan game prototype (V0.1). Characters: Deku, Ochaco Uraraka, Shoto Todoroki, chosen on a character select screen. Settings: small U.A. training area. Core: third-person camera, smooth movement, jump, dodge roll, melee combat, simple enemy AI, HP and Quirk meters in an in-game HUD, pause menu. Characters and abilities: Deku — One For All (power dash), Full Cowl (speed boost), Smash attack; Uraraka — Zero Gravity to make objects float, plus gravity attacks on enemies; Todoroki — Ice and Fire abilities on opposite sides. Enemies are training robots (a few simple robots with basic AI: chase, attack, take damage). Mission: "Training Bot Gauntlet" — defeat a wave of bots. Look: anime-style cel-shaded 3D graphics with anime VFX (slash arcs, ice shards, fire bursts, gravity distortion). Everything must be functional and real: no mockups or fake UI. Build a polished V0.1, verify it runs, fix errors, then expand., seen the way the game camera sees it. Drawn as finished full-colour game concept art in a clean, neutral style: clear shapes, readable silhouettes, soft even lighting, a balanced palette. Never a sketch, pencil drawing or line art. 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
Fofo
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