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Made with Nano Banana 2 Lite ยท CC0 ยท 9 Oct 2026
Generated from: a scene from a small video game about: Playable first-person parkour in a futuristic city now, then we upgrade: maximum-photorealism graphics, motion blur, camera shake on running and tilt on wall-runs, and a visible realistic body with accurate animations. From my board "A first-person parkour game set in a futuristic...": - Pick a look: Clean shapes, bright colours. - Pick a look: Toy-like 3D blocks. - Pick a look: Ink and watercolour. - Worlds: Room to run. - Worlds: Danger around every corner. - Worlds: Nothing works like home. - Heroes: Charges in first. - Heroes: Never seen, never caught. - Heroes: Breaks through anything. - Moments: Every corner hides something. - Moments: Fast, loud and close. - Moments: Run before it closes in. - Look: The most realistic graphics possible: PBR materials, real lighting and shadows, depth of field and motion blur. - Look: Moody blue hour with warm neon glow against wet reflective surfaces for strong contrast. - World: Parkour lines between rooftops: gaps, rails, thin ledges and walls to run up, with open sky for the jumps. - Player: Motion blur is always on. Camera shakes with each running footstep and tilts into wall-runs so movement feels grounded and real. - World: Dense high-rise city of glass, steel and neon, lit at dusk. Rooftops, bridges and narrow gaps to cross. - Player: A very realistic body in frame: hands, feet and arms visible. Highly accurate, fluid animations for running, wall-running, vaulting, sliding, jumping and precise landings.. The player in the middle of a big fight. 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.
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user_730feb4a
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