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.

探索提示词

736 条提示词

Profile / Avatar - Character Card Generation from Profile Image — output
Game Asset - Handcrafted Stone Figurine Transformation Prompt — output
Game Asset - Floating Miniature Diorama Prompt — output
Comic / Storyboard - Uzumaki Naruto Pop-Up Book Prompt — output
Game Asset - Ultra-Detailed 3D Plush Cartoon Character Rendering — output
Game Asset - Pixar-Style 3D Chibi Boy Character — output
Game Asset - Stylized 3D Llama Character in Streetwear — output
Game Asset - Ultra-Realistic 3D Cinematic Portrait with Tom and Jerry — output
Game Asset - Isometric 2.5D Architectural Slice Illustration of an Animal Community — output

Game Asset - Isometric 2.5D Architectural Slice Illustration of an Animal Community

LatteNano Banana Pro
Highly detailed isometric 2.5D architectural slice illustration of a lively {argument name="scene name" default="[SCENE NAME]"}, shown as a cropped section of a multi-story building integrated within a surrounding neighborhood. The scene fills the frame edge-to-edge and feels like part of a larger living world. The building interior is revealed through a clean sectional cutaway with two or three stacked levels connected by stairs. The layout is simple, organized and easy to read with limited objects in each area so every element is clearly visible. All characters are small cute anthropomorphic animals behaving like people and living daily life logically according to the scene. Each room has a clear purpose related to the scene theme, with furniture and tools used naturally. Architecture uses clean walls, tiled surfaces, wood and metal structures with pipes, vents and machines integrated neatly. Outside the cutaway walls the surrounding environment is visible with nearby buildings, rooftops, windows and streets, creating context without overcrowding the composition. Balanced composition, comfortable spacing, clear visual hierarchy, crisp line art, sharp details, vibrant but controlled colors, high clarity so every object and character is easy to see.

Negative Prompt: humans, people, overcrowded scene, dense environment, too many objects, messy layout, cluttered composition, tiny unreadable details, blurry, low detail, washed colors, pastel washed colors, isolated floating building, plain background
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Game Asset - Ultra-Detailed LEGO Technic Product Render — output

Game Asset - Ultra-Detailed LEGO Technic Product Render

Duet | AINano Banana Pro
Ultra-detailed studio product render of a LEGO Technic style vehicle model based precisely on the next uploaded reference photo. The LEGO build must replicate the real vehicle’s exact shape, proportions, bodylines, color scheme, headlights, grille design, wheels, and overall silhouette while constructed entirely from realistic LEGO Technic pieces and panels.
The vehicle is displayed in a clean professional product photography studio setup, placed on a smooth matte surface. Behind the car stands a large LEGO Technic product box, slightly blurred but clearly recognizable as a premium building kit package.
The vehicle features aggressive widebody styling, large sport wheels, low stance, detailed front splitter, and a roof rack cargo box built from LEGO elements, maintaining the same design style as the reference vehicle.
In front of the vehicle on the table are organized LEGO Technic components and tools, including small tires, axles, connectors, battery modules, rods, mechanical pieces, scissors, and miniature assembly tools, arranged neatly like a build kit.
Lighting is soft cinematic studio lighting with subtle reflections on the LEGO plastic surfaces, ultra-sharp details, shallow depth of field, realistic shadows, premium commercial product photography style.
Composition: hero angle slightly from the front side, emphasizing the vehicle's shape and mechanical LEGO structure.
Hyper-realistic materials, crisp textures, ultra detailed LEGO plastic surface, ray-traced reflections.
8K resolution, ultra sharp, photorealistic render, cinematic lighting, professional product shot
Aspect Ratio 9:16
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Game Asset - Procedural Whimsical Mono-Punk Floating Miniature Diorama Prompt — output

Game Asset - Procedural Whimsical Mono-Punk Floating Miniature Diorama Prompt

ArtingentNano Banana Pro
WHIMSICAL MONO-PUNK FLOATING MINIATURE DIORAMA PROMPT
(Automatic Background Optimization, Smart Micro-Detail System, Procedural Activity Layer, Natural Irregularity Layer, Atmospheric Depth Layer, Procedural Scene Generator, Procedural Prop Generator, Procedural Architecture Generator, Procedural Lighting & Atmosphere Generator, Procedural Character & Population Generator, Procedural Diorama Base Generator)

VARIABLE GUIDE
GLOBAL_COMPLEXITY = Possible values: 'low','medium','high','ultra'. Controls density of buildings, props, characters, and environmental detail. If blank choose randomly between 'medium' and 'high'.
PUNK_STYLE = {argument name="punk style" default="Steampunk"}
If PUNK_STYLE is empty, then one style is randomly selected from LIST_OF_PUNK_STYLES, otherwise what is in the PUNK_STYLE variable is chosen
LIST_OF_PUNK_STYLES = Steampunk, Dieselpunk, Atompunk, Cyberpunk, Biopunk, Nanopunk, Solarpunk, Decopunk, Clockpunk, Coalpunk, Raypunk, Stonepunk, Sailpunk, Cassettepunk, Teslapunk, Mythpunk, Sandalpunk, Oceanpunk, Frostpunk, Junglepunk, Desertpunk, Gothicpunk, Ironpunk, Crystalpunk, Rustpunk, Vaporwavepunk, Neonpunk, Skypunk, Aquapunk, Arborpunk, Astropunk, QuantumPunk, Mechanopunk, Technopunk, Retrocomputingpunk, Cattlepunk, Hopepunk
SUBSTYLE = If specified use exactly. If set to none disable. If blank infer logically from PUNK_STYLE.
TECHNOLOGY_LEVEL = If specified use exactly. If set to none disable. If blank infer from PUNK_STYLE.
ENVIRONMENT = If specified use exactly. If set to none disable. If blank infer logically from active layers.
CULTURE = If specified use exactly. If set to none disable. If blank infer culturally appropriate framework.
PROCEDURAL_SCENE_GENERATOR = 'on'
PROCEDURAL_PROP_GENERATOR = 'on'
PROCEDURAL_ARCHITECTURE_GENERATOR = 'on'
PROCEDURAL_LIGHTING_ATMOSPHERE_GENERATOR = 'on'
PROCEDURAL_CHARACTER_POPULATION_GENERATOR = 'on'
PROCEDURAL_DIORAMA_BASE_GENERATOR = 'on'
FOCAL_INTEREST_LAYER = off
MATERIAL_COHESION_LAYER = 'on'
VISUAL_CLARITY_OPTIMIZER = 'on'
MICRO_LIFE_LAYER = 'on'
COMPOSITION_ENGINE = 'on'
EDGE_DEFINITION_LAYER = 'on'
COLOR_HARMONY_LAYER = 'on'
DIORAMA_CRAFTSMANSHIP_LAYER = 'on'

PSG LAYER
Implement only if PROCEDURAL_SCENE_GENERATOR='on'. Generate core scene structure using:
LANDSCAPE_STRUCTURE ({argument name="landscape structure" default="floating island, cliff terraces, canyon basin, harbor cove, forest clearing, mountain ridge, giant tree canopy, desert oasis, ice shelf, volcanic ridge"})
SETTLEMENT_TYPE (village, harbor town, trading port, monastery complex, research outpost, fortress town, sky dock, industrial district, hidden enclave)
INFRASTRUCTURE_ELEMENTS (bridges, windmills, rail lines, cable lifts, aqueducts, airship docks, solar arrays, reactor towers, waterwheels)
CIVILIAN_ACTIVITY (market trading, fishing, cargo loading, harvesting, machine repair, patrol movement, fe
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Extreme Close-up Dark Fantasy Portrait — output
Game Asset - Procedural Whimsical Mono-Punk Floating Diorama Generator — output

Game Asset - Procedural Whimsical Mono-Punk Floating Diorama Generator

ArtingentNano Banana Pro
WHIMSICAL MONO-PUNK FLOATING MINIATURE DIORAMA PROMPT
(Automatic Background Optimization, Smart Micro-Detail System, Procedural Activity Layer, Natural Irregularity Layer, Atmospheric Depth Layer, Procedural Scene Generator, Procedural Prop Generator, Procedural Architecture Generator, Procedural Lighting & Atmosphere Generator, Procedural Character & Population Generator, Procedural Diorama Base Generator)

VARIABLE GUIDE
GLOBAL_COMPLEXITY = Possible values: 'low','medium','high','ultra'. Controls density of buildings, props, characters, and environmental detail. If blank choose randomly between 'medium' and 'high'.
PUNK_STYLE = {argument name="punk style" default="Steampunk"} 
If PUNK_STYLE is empty, then one style is randomly selected from LIST_OF_PUNK_STYLES, otherwise what is in the PUNK_STYLE variable is chosen
LIST_OF_PUNK_STYLES = Steampunk, Dieselpunk, Atompunk, Cyberpunk, Biopunk, Nanopunk, Solarpunk, Decopunk, Clockpunk, Coalpunk, Raypunk, Stonepunk, Sailpunk, Cassettepunk, Teslapunk, Mythpunk, Sandalpunk, Oceanpunk, Frostpunk, Junglepunk, Desertpunk, Gothicpunk, Ironpunk, Crystalpunk, Rustpunk, Vaporwavepunk, Neonpunk, Skypunk, Aquapunk, Arborpunk, Astropunk, QuantumPunk, Mechanopunk, Technopunk, Retrocomputingpunk, Cattlepunk, Hopepunk
SUBSTYLE = If specified use exactly. If set to none disable. If blank infer logically from PUNK_STYLE.
TECHNOLOGY_LEVEL = If specified use exactly. If set to none disable. If blank infer from PUNK_STYLE.
ENVIRONMENT = If specified use exactly. If set to none disable. If blank infer logically from active layers.
CULTURE = If specified use exactly. If set to none disable. If blank infer culturally appropriate framework.
PROCEDURAL_SCENE_GENERATOR = 'on'
PROCEDURAL_PROP_GENERATOR = 'on'
PROCEDURAL_ARCHITECTURE_GENERATOR = 'on'
PROCEDURAL_LIGHTING_ATMOSPHERE_GENERATOR = 'on'
PROCEDURAL_CHARACTER_POPULATION_GENERATOR = 'on'
PROCEDURAL_DIORAMA_BASE_GENERATOR = 'on'
FOCAL_INTEREST_LAYER = off
MATERIAL_COHESION_LAYER = 'on'
VISUAL_CLARITY_OPTIMIZER = 'on'
MICRO_LIFE_LAYER = 'on'
COMPOSITION_ENGINE = 'on'
EDGE_DEFINITION_LAYER = 'on'
COLOR_HARMONY_LAYER = 'on'
DIORAMA_CRAFTSMANSHIP_LAYER = 'on'

PSG LAYER
Implement only if PROCEDURAL_SCENE_GENERATOR='on'. Generate core scene structure using:
LANDSCAPE_STRUCTURE (floating island, cliff terraces, canyon basin, harbor cove, forest clearing, mountain ridge, giant tree canopy, desert oasis, ice shelf, volcanic ridge)
SETTLEMENT_TYPE (village, harbor town, trading port, monastery complex, research outpost, fortress town, sky dock, industrial district, hidden enclave)
INFRASTRUCTURE_ELEMENTS (bridges, windmills, rail lines, cable lifts, aqueducts, airship docks, solar arrays, reactor towers, waterwheels)
CIVILIAN_ACTIVITY (market trading, fishing, cargo loading, harvesting, machine repair, patrol movement, f
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Game Asset - Steampunk Frankenstein Cyborg Concept Art — output
Game Asset - Universal Random Punk Scene Generator — output

Game Asset - Universal Random Punk Scene Generator

ArtingentNano Banana Pro
Universal Random Punk Scene Generator

1. PUNK_STYLE =
[Choose one punk aesthetic. If left blank, one style will be automatically selected at random from LIST_OF_PUNK_STYLES.]

2. LIST_OF_PUNK_STYLES =
[Steampunk, Dieselpunk, Atompunk, Cyberpunk, Biopunk, Nanopunk, Solarpunk, Decopunk, Clockpunk, Coalpunk, Raypunk, Stonepunk, Sailpunk, Cassettepunk, Teslapunk, Mythpunk, Sandalpunk, Oceanpunk, Frostpunk, Junglepunk, Desertpunk, Gothicpunk, Ironpunk, Crystalpunk, Rustpunk, Vaporwavepunk, Neonpunk, Skypunk, Aquapunk, Arborpunk, Astropunk, QuantumPunk, Mechanopunk, Technopunk, Retrocomputingpunk]

3. SUBSTYLE =
• If a specific SUBSTYLE is provided → use it exactly as written.
• If SUBSTYLE is set to **none** → do not apply a substyle layer.
• If SUBSTYLE is left **blank** → automatically infer a logical SUBSTYLE based on the chosen PUNK_STYLE.

4. TECHNOLOGY_LEVEL =
• If a specific TECHNOLOGY_LEVEL is provided → use it exactly as written.
• If TECHNOLOGY_LEVEL is set to **none** → do not apply a technology modifier.
• If TECHNOLOGY_LEVEL is left **blank** → automatically infer an appropriate technology level based on the chosen PUNK_STYLE.

5. ENVIRONMENT =
• If a specific ENVIRONMENT is provided → use it exactly as written.
• If ENVIRONMENT is set to **none** → do not apply an environmental modifier.
• If ENVIRONMENT is left **blank** → automatically infer a logical environment based on the other active layers.

6. CULTURE =
• If a specific CULTURE is provided → use it exactly as written.
• If CULTURE is set to **none** → do not apply a cultural modifier.
• If CULTURE is left **blank** → automatically infer a cultural framework appropriate to the world.

7. ROOM_OR_SETTING =
[IF BLANK: Generate a compelling location consistent with the active world layers.]

8. LIST_OF_OBJECTS =
[IF BLANK: Infer 4–6 logical objects belonging to the environment.]

9. CAMERA_FRAMEWORK =
[IF BLANK: Infer the best cinematic framing for the environment.]

10. LIGHTING_FRAMEWORK =
[IF BLANK: Infer lighting derived from the technology and environment.]

11. MATERIAL_SYSTEM =
[IF BLANK: Infer dominant materials and structural systems derived from the style layers.]

---

### STYLE SELECTION DIRECTIVE

If **PUNK_STYLE is left blank**, randomly select **one style from LIST_OF_PUNK_STYLES** and apply it as the active world aesthetic.

All subsequent inference systems must use the chosen PUNK_STYLE.

---

### WORLD INTERPRETER ENGINE

Analyze all active layers:

PUNK_STYLE

* optional SUBSTYLE
* optional TECHNOLOGY_LEVEL
* optional ENVIRONMENT
* optional CULTURE

From these layers infer:

• dominant materials
• architectural forms
• infrastructure systems
• lighting technology
• environmental atmosphere
• cultural desi
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Game Asset - Ornate Diorama of Undead Dungeon — output

Game Asset - Ornate Diorama of Undead Dungeon

ArtingentNano Banana Pro
Variable Guide 
1. OVERALL_DIORAMA_THEME = 
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 = 
7. TOP_SHELF_SCENE = [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 detailed 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. Let there be a high density of structures, props, characters. Let the detail of environment, architecture and props be high. 
Generate  appropriate cinematic lighting and atmospheric conditions: TIME_OF_DAY (Choose from sunrise glow, golden hour, bright midday, sunset haze, blue hour twilight, night illumination) LIGHT_SOURCE_STYLE (Choose from sunlight beams, lantern glow, neon signage, reactor light, forge fire, bioluminescent flora, electrical arcs) WEATHER_STATE (Choose from clear skies, drifting mist, light rain, snowfall, desert dust, ocean spray, storm clouds) ATMOSPHERIC_EFFECTS (Choose
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Game Asset - Whimsical Mono-Punk Floating Miniature Diorama Generator — output

Game Asset - Whimsical Mono-Punk Floating Miniature Diorama Generator

ArtingentNano Banana Pro
WHIMSICAL MONO-PUNK FLOATING MINIATURE DIORAMA PROMPT
(Automatic Background Optimization, Smart Micro-Detail System, Procedural Activity Layer, Natural Irregularity Layer, Atmospheric Depth Layer, Procedural Scene Generator, Procedural Prop Generator, Procedural Architecture Generator, Procedural Lighting & Atmosphere Generator, Procedural Character & Population Generator, Procedural Diorama Base Generator)

VARIABLE GUIDE
GLOBAL_COMPLEXITY = Possible values: 'low','medium','high','ultra'. Controls density of buildings, props, characters, and environmental detail. If blank choose randomly between 'medium' and 'high'.
PUNK_STYLE = 
If PUNK_STYLE is empty, then one style is randomly selected from LIST_OF_PUNK_STYLES, otherwise what is in the PUNK_STYLE variable is chosen
LIST_OF_PUNK_STYLES = Steampunk, Dieselpunk, Atompunk, Cyberpunk, Biopunk, Nanopunk, Solarpunk, Decopunk, Clockpunk, Coalpunk, Raypunk, Stonepunk, Sailpunk, Cassettepunk, Teslapunk, Mythpunk, Sandalpunk, Oceanpunk, Frostpunk, Junglepunk, Desertpunk, Gothicpunk, Ironpunk, Crystalpunk, Rustpunk, Vaporwavepunk, Neonpunk, Skypunk, Aquapunk, Arborpunk, Astropunk, QuantumPunk, Mechanopunk, Technopunk, Retrocomputingpunk, Cattlepunk, Hopepunk
SUBSTYLE = If specified use exactly. If set to none disable. If blank infer logically from PUNK_STYLE.
TECHNOLOGY_LEVEL = If specified use exactly. If set to none disable. If blank infer from PUNK_STYLE.
ENVIRONMENT = If specified use exactly. If set to none disable. If blank infer logically from active layers.
CULTURE = If specified use exactly. If set to none disable. If blank infer culturally appropriate framework.
PROCEDURAL_SCENE_GENERATOR = 'on'
PROCEDURAL_PROP_GENERATOR = 'on'
PROCEDURAL_ARCHITECTURE_GENERATOR = 'on'
PROCEDURAL_LIGHTING_ATMOSPHERE_GENERATOR = 'on'
PROCEDURAL_CHARACTER_POPULATION_GENERATOR = 'on'
PROCEDURAL_DIORAMA_BASE_GENERATOR = 'on'
FOCAL_INTEREST_LAYER = off
MATERIAL_COHESION_LAYER = 'on'
VISUAL_CLARITY_OPTIMIZER = 'on'
MICRO_LIFE_LAYER = 'on'
COMPOSITION_ENGINE = 'on'
EDGE_DEFINITION_LAYER = 'on'
COLOR_HARMONY_LAYER = 'on'
DIORAMA_CRAFTSMANSHIP_LAYER = 'on'

PSG LAYER
Implement only if PROCEDURAL_SCENE_GENERATOR='on'. Generate core scene structure using:
LANDSCAPE_STRUCTURE (floating island, cliff terraces, canyon basin, harbor cove, forest clearing, mountain ridge, giant tree canopy, desert oasis, ice shelf, volcanic ridge)
SETTLEMENT_TYPE (village, harbor town, trading port, monastery complex, research outpost, fortress town, sky dock, industrial district, hidden enclave)
INFRASTRUCTURE_ELEMENTS (bridges, windmills, rail lines, cable lifts, aqueducts, airship docks, solar arrays, reactor towers, waterwheels)
CIVILIAN_ACTIVITY (market trading, fishing, cargo loading, harvesting, machine repair, patrol movement, festival gathering, workshop crafting)
MICRO_NARRATIVE (delivery arrival, festival beginning, storm approaching, caravan arrival, wildlife encoun
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