Game asset prompts

Develop a visual starting point for a game character or world. These image prompts offer character sheets and setting ideas to read, compare and adapt.

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Game Asset - Ornate Box Diorama Prompt (Cyberpunk Pub) — output

Game Asset - Ornate Box Diorama Prompt (Cyberpunk Pub)

ArtingentNano Banana Pro
Scene:
ORNATE BOX DIORAMA — AUTO-THEME MASTER PROMPT
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SMART VARIABLE GUIDE
THEME_LOCATION = {argument name="Theme Location" default="Cyberpunk pub"}
AUTO RULES:
• If THEME_LOCATION is filled → automatically infer:
PRIMARY_ACTIVITY
STAIR_TYPE
CEILING_DETAILS
THEME_MATERIAL_STYLE
PROP_LIST
THEME_LIGHT_SOURCE
BASE_MATERIAL_COLOR
THEME_PALETTE
FOCAL_SUBJECT
All inferred values must be logically consistent with THEME_LOCATION.
• If THEME_LOCATION is blank → first invent a visually rich miniature environment theme, assign it to THEME_LOCATION, then automatically infer all other variables from it.
• Always prioritize strong environmental storytelling, believable materials, and handcrafted miniature realism when inferring values.
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SUBJECT:
A two-level miniature THEME_LOCATION where the ornate open box itself forms the architecture, the base container acting as the full ground floor chamber with the box walls serving directly as the structural walls. The sides of the box must contain functional doors and windows, with the front-facing side featuring a wide open doorway and visible windows. No side of the box may be removed, cut away, or missing. The box height:width:length ratio is 1:4:7 (the width four times the height). The scene features PRIMARY_ACTIVITY actively interacting with the environment. The structure must be fully integrated into the box material itself — not a room inserted inside, not a display frame, not a cutaway model. The ground floor must be constructed from the same material as the box exterior.
ENVIRONMENT:
The base of the ornate box forms the ground floor surface and foundation. Its interior sides transform into the architectural walls containing carved doorways and window openings seamlessly cut into the box sides and aligned with exterior ornamentation. A mezzanine or upper level is built above with structural elements attached directly to the box walls and connected via STAIR_TYPE. The inside of the open lid functions as the vaulted ceiling decorated with CEILING_DETAILS.
DETAILS:
Intricately carved ornate box styled according to THEME_MATERIAL_STYLE. Exterior ornamentation must continue logically into interior architecture. Doors and windows must be precisely cut into the box sides following decorative carving patterns. Include believable miniature structural joins where beams meet the container walls. Include ultra-fine theme-specific props such as PROP_LIST. Include floating dust, micro-surface wear, tactile handcrafted realism, and environmental storytelling details.
STYLE:
Ultra-realistic cinematic miniature diorama photography, museum-grade handcrafted realism, extreme macro detail, physically believable materials, strong architectural integration of container and structure.
LIGHTING:
Primary lighting motivated by THEME_LIGHT_SOURCE combined with subtle environmental secondary lighting entering through box windows and openings. Volumetric dus
3D stylized character transformation prompt — output
Game Asset - Sherlock Holmes Ornate Cupboard Diorama Prompt — output

Game Asset - Sherlock Holmes Ornate Cupboard Diorama Prompt

ArtingentNano Banana Pro
Variable Guide
1. OVERALL_DIORAMA_THEME = {argument name="diorama theme" default="Scenes from Adventures of Sherlock Holmes by Arthur Conan Doyle, in the order in which they are presented in the book"}
2. CUPBOARD_BASE_MATERIAL = 
3. CUPBOARD_LINING_MATERIAL = 
4. RACK_MATERIAL = 
5. ORNAMENTATION_STYLE = [e.g., Gothic carved wood, Art Deco brass, Elven interlaced vines]
6. ART_STYLE = Hyper-Realistic Render
7. TOP_SHELF_SCENE = {argument name="top shelf scene" default="[Describe specific actions of miniature figures defining the scene]"}
8. MIDDLE_SHELF_SCENE = [Describe specific actions of miniature figures defining the scene]
9. BOTTOM_SHELF_SCENE = [Describe specific actions of miniature figures defining the scene]
10. LIGHTING = 
11. CAMERA_ANGLE = A straight-on, front-facing view, captured from a moderately high angle looking distinctly downward.
12. ASPECT_RATIO = 3:4

Generation Directives
(Note: If any variable is left blank, intelligently infer the most appropriate detail based on the OVERALL_DIORAMA_THEME)

Directive 1: Framing & Composition (Highest Priority)
A direct, front-facing photograph captured from CAMERA_ANGLE. The composition must perfectly center the open display structure, looking down at a distinct angle into the shelves to clearly reveal the floor plates and top-down depth of the miniature objects within the dioramas, while ensuring the exterior side panels remain completely hidden. The entire free-standing structure must be completely visible with negative space around it against a simple background. The aspect ratio is 3:4.

Directive 2: The Main Structure (Strict Constraints)
Render the image in the style of ART_STYLE. The central object is a highly detailed, permanently open-front curio display structure. It must not possess doors, hinges, or door frames of any kind. The exterior is constructed from CUPBOARD_BASE_MATERIAL and detailed with ORNAMENTATION_STYLE. The interior back wall is lined with CUPBOARD_LINING_MATERIAL, and the individual shelves are made of RACK_MATERIAL.

Directive 3: The Miniature Dioramas & Figures
The structure houses a cohesive miniature world divided across three shelves, adhering to the OVERALL_DIORAMA_THEME. Crucially, each shelf must contain miniature figures engaged in a specific narrative action.
* Top Shelf: Miniature figures are depicted [TOP_SHELF_SCENE].
* Middle Shelf: Miniature figures are depicted [MIDDLE_SHELF_SCENE].
* Bottom Shelf: Miniature figures are depicted [BOTTOM_SHELF_SCENE].
Ensure the scale clearly reads as miniature dioramas housed within a furniture piece.

Directive 4: Atmosphere & Lighting
The scene is illuminated by LIGHTING. The lighting should cast appropriate micro-shadows within each shelf to emphasize the depth, the figures, and the miniature scale of the dioramas.
Game Asset - Dominance portrait generation prompt (Gemini - Thinking mode) — output

Game Asset - Dominance portrait generation prompt (Gemini - Thinking mode)

Edizkan ⭕🦇Nano Banana Pro
Create a dominance portrait of the uploaded reference character seated on a divine throne that feels engineered from their own world and design language.

The camera observes the ruler from a partially obstructed viewpoint, as if the viewer is looking through the monumental structure of the throne itself.

Likeness Integrity (HIGHEST PRIORITY)

Maintain exact:

• Head-to-body proportions

• Eye shape, spacing, stylization

• Surface materials

• Silhouette and structural design

Do not humanize.

Do not reinterpret anatomy.

Do not add unintended accessories.

Perspective exaggeration must come only from camera placement, not structural redesign.

Identity always wins.

Throne Adaptation System (UNIVERSAL LOGIC)

The throne must feel like a structural extension of the character’s design universe and must feel divine.

Rules:

Extract design language from the character:

Dominant material logic

Geometric language

Color

World energy

Translate, never copy.

Echo shapes subtly in silhouette

Reflect material family, not exact textures

Use tonal harmony, not color duplication

Patterns may appear in architecture, structure, or ornamentation but must remain subordinate to the character’s identity.

Camera & Perspective

• Camera positioned slightly below the throne platform but offset laterally

• 16–20mm wide cinematic lens

• The throne structure partially obstructs the frame

• Large architectural element of the throne occupies the foreground edge of the frame

• Character visible through the throne’s structural opening or between its elements

• Horizon slightly tilted 5–8 degrees

• The viewer feels as if witnessing the ruler from behind the architecture of power

Foreground elements must feel massive and close to the lens, framing the character like a monumental gateway.

Composition

• The character sits centered within the throne structure but partially framed by its geometry

• Throne architecture creates a natural visual tunnel toward the character

• Foreground throne elements remain slightly out of focus

• Character remains the focal authority within the frame

Lighting

• Singular vertical divine beam descending from above the throne

• Volumetric haze revealing light shafts

• Strong rim light outlining the character silhouette

• Controlled specular spikes along throne edges

• Foreground throne elements remain darker, creating contrast against the illuminated ruler

Depth & Focus

• Eyes in absolute clarity

• Character face and upper torso remain sharp

• Foreground throne structure slightly blurred from proximity to lens

• Background dissolves into atmospheric layers

The image must feel layered in depth:

foreground architecture → seated ruler → atmospheric background.

Background

• Vast negative space above the throne

• Atmospheric tension

• Light beam
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Game Asset - Ultra-Realistic 3D Cinematic Portrait with Tom and Jerry — output
Game Asset - Stylized Miniature Diorama of Forest Waterfall Village — output
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Game Asset - Frozen Valley of Fallen Titans Concept Art — output
Product Marketing - Whimsical Diorama of a Fortified Desert Caravanserai — output

Product Marketing - Whimsical Diorama of a Fortified Desert Caravanserai

ArtingentNano Banana Pro
MASTER MINIATURE DIORAMA PROMPT SHELL — CONSOLIDATED VERSION
SCENE:
A fortified desert caravanserai featuring thick outer walls, a large central courtyard, multiple merchant lodging wings, camel stables, watchtowers, arched gateways, and clustered market storage rooms.

If no scene description is provided, generate a visually interesting culturally recognizable environment or architectural location of your own choosing. Create a cohesive miniature settlement, district, or environment with multiple structures, pathways, and environmental storytelling elements arranged into a contained display composition suitable for a collectible diorama.
When generating or inventing a scene, prioritize architectural and cultural diversity and intentionally vary the environment type, building styles, historical inspiration, regional influence, and settlement purpose so each generated miniature feels visually distinct and not a repetition of common village, temple, garden, or plaza layouts.
Ensure the architecture organizes around a natural central hub so structures cluster with believable spatial gravity, forming a cohesive miniature settlement with denser core structures and supporting elements arranged outward. Arrange the layout as a compact, layered, interconnected district filling the platform naturally without empty gaps. Ensure the entire environment clearly reads as a small handcrafted tabletop collectible model, with miniature-scale architecture and compressed model-world proportions rather than life-sized buildings.
STYLE:
Frame the camera at a stable product-display distance so the entire collectible diorama remains clearly visible with comfortable margins, avoiding close cinematic crops or environmental perspective shots. Render as a premium stylized 3D collectible miniature diorama on a fully visible, centered self-contained display base, shown from a slightly elevated 3/4 tabletop angle against a clean neutral studio gradient background. Maintain collectible figurine scale and clean display presentation.
All elements should appear sculpted from smooth matte ceramic, painted resin, or stylized polymer with rounded edges, simplified geometry, and slightly exaggerated toy-like proportions. Keep surfaces clean and intentionally stylized. Avoid fingerprints, rough handmade textures, workshop scenes, macro photography depth-of-field, or photoreal clay imperfections.
Use soft professional studio product lighting: gentle global illumination, warm key light, soft ambient bounce, controlled shadows, and optional warm interior window glow.
Render any water or translucent materials as poured clear resin with smooth transparency, subtle reflections, soft internal depth, and slightly thick stylized edges.
Include small environmental details but keep everything cohesive, simplified, and sculptural. Prioritize clean stylized modeling over photorealistic texture detail.
Over
Game Asset - Retro-Futuristic Binocular Cinematic Close-up — output
Game Asset - Cinematic Stylized Medieval Market Day — output

Game Asset - Cinematic Stylized Medieval Market Day

ArtingentNano Banana Pro
Scene:
A stylized medieval fantasy village at morning featuring a Market Square Shopfront with timber awning frame and striped fabric canopy, a Village Inn with carved wooden balcony railings and dormer windows, a Timber-Framed Village Cottage built on a stone foundation base with exposed timber beams and plaster wall panels, a Noble Manor House with multiple steep shingled roofs and decorative roof finials, a Stone Watchtower with circular tower windows and crenellation detail, and an Arched Gatehouse with keystoned arch and portcullis gate. Artisan stalls are arranged in structured rows across the cobblestone square with clear walking lanes between them. Potters, weavers, and woodcarvers display goods beneath striped canopies while villagers gather in moderate evenly spaced clusters. Guards maintain presence near the gatehouse and market edges. The Reflective Water Body remains unobstructed and calm, with activity confined to dock platforms only. Dense pine forest clusters and rounded shrubs frame the vibrant yet orderly craft fair.

Style:
Cinematic stylized fantasy medieval village, warm golden morning sunlight, long soft shadows, clean blue sky illumination, subtle volumetric light rays, painterly materials, softened stone and wood textures, vibrant but controlled color grading, rounded stylized forms, balanced exposure, atmospheric clarity, cozy environmental realism, high-end game environment quality

Camera:
Elevated three-quarter aerial perspective overlooking the village center, slight downward angle, wide environmental framing, medium-wide lens feel, strong foreground-to-background depth layering, foreground elements anchoring lower frame, midground architecture forming primary focal mass, background forest creating depth wall, natural diagonal building arrangement, cobblestone paths acting as leading lines guiding toward central focal structure, balanced environmental composition, cinematic AAA game establishing shot
Game Asset - Crystal Spider Suit in Neo-Tokyo — output
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