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Nano Banana Prompts

14,014 templates · updated Oct 2026

Nano Banana is Google's family of Gemini image models: the original Nano Banana (Gemini 2.5 Flash Image), Nano Banana 2 (Gemini 3.1 Flash Image) with its update Nano Banana 2.1 and the low-cost 2 Lite, and Nano Banana Pro (Gemini 3 Pro Image) for the most detailed work.

This page lists all 14,014 library templates set up for a Nano Banana model. On GPT Image Hub they start at 25 credits per image; copy any prompt free or open it in the generator.

Showing 1–19 of 19 Nano Banana · Game Asset prompts

Anime Mecha Battle Attack Cut-In

Anime Mecha Battle Attack Cut-In

Super Robot Wars dynamic battle cut-in production scene featuring anime character [Marieshe Fold]. Dynamic mecha anime combat cutscene style, intense dynamic angle, dramatic action pose surrounded by energy aura and particle sparks. On-screen battle HUD graphics and cut-in typography: Special move title banner displaying "[Friday Crash]", quote text displaying "[Friday is not a holiday]", and character nameplate "[Marieshe Fold]". Vibrant cinematic anime lighting, bold cel-shaded outlines, dramatic perspective, and speed lines.

super robot warsbattle cut-inanime
Profile Photo Trading Card Game Character

Profile Photo Trading Card Game Character

Collectible game trading card visual based on the person in the reference photo, accurately preserving their facial features and overall expression. The character is depicted in an anime or semi-realistic style in a [bust-up] pose centered on the card. Vertical trading card layout with intricate ornamental borders, framing elements, and sleek status display UI panels and text boxes at the top and bottom. The background features a dramatic gradient filled with glowing light particles, subtle aura, and energy effects. Sharp linework, vibrant rich colors, cinematic rim lighting, and luminous accents, with clean, neatly arranged graphic UI elements.

trading cardcharacter designanime card
3D Game Character Walking in Landscape

3D Game Character Walking in Landscape

Highly detailed 3D video game character render of a [buddhist monk with a buddha statue strapped to his back] walking forward through an [Indian landscape with palm trees in the background]. Full-body walking pose, centered composition. The background horizon is level and flat, without rising toward the edges.

3d charactergame assetwalking pose
Photorealistic Space Flight Game Concept

Photorealistic Space Flight Game Concept

A 3D photorealistic space flight video game concept featuring the person from the reference photo as the main pilot. The scene shows the character inside the high-tech spaceship cockpit steering the craft and dodging floating asteroids through deep space, with elements of a video game main menu screen. Cinematic sci-fi lighting, detailed cockpit controls, glowing HUD displays, and a dramatic outer space environment with asteroid debris.

space flightcockpitgame asset
3D Model UV Texture Map Layout

3D Model UV Texture Map Layout

Unwrap the UV map of the 3D model shown in the reference photo. Composition: approximately one-third of the frame displays a clean 3D reference render of [the character model]. The remaining two-thirds shows the flattened texture UV layout neatly organized within a single 0–1 two-dimensional UV coordinate space, including unwrapped islands for the head, torso, and limbs.

3d modeluv unwraptexture mapping
Fantasy RPG Monster Asset Sheet

Fantasy RPG Monster Asset Sheet

A 2D game asset sprite sheet for an [RPG fantasy game], organized in a clean grid layout. Features various unique monsters categorized by different levels, color-coded borders or backgrounds by difficulty tier. Each cell displays a distinct monster design alongside its associated item loot drops. Polished digital game art style, clean outlines, flat or subtle gradient background for easy asset isolation.

game-assetsprite-sheetrpg
Cartoon 3D Pirate in T-Pose

Cartoon 3D Pirate in T-Pose

A whimsical, cartoonish 3D [pirate character] in a full-body T-pose with arms extended horizontally and feet slightly apart, designed for 3D modeling. The character features oversized stylized proportions, [a large crooked pirate hat], and [a wooden peg leg]. 3D render style with soft clay textures, vibrant colors, and clean cel-shading. Bright, uniform studio lighting illuminating all details. Centered composition on an isolated solid [plain white] background.

3d charactert-posepirate
Custom Six-Sided Dice Face Layout

Custom Six-Sided Dice Face Layout

A flat texture layout displaying all six faces of a standard six-sided die, arranged according to the input template. Standard dice pips appear on faces 2 through 6. Replace only the '1' face with [a portrait from the reference photo], maintaining clean edges and accurate alignment with the template.

dicegame-assettexture-map
Retro 16-Bit Video Game Screen Conversion

Retro 16-Bit Video Game Screen Conversion

Side-Scrolling Action Style: Reproduce the character from the reference photo as [a girl wearing a cloak] in a 2D 16-bit platform video game. Game screen composition: side-scrolling action inside a dark castle, moving forward while collecting donuts, displaying a score of 100 for collecting a donut. Horizontal RPG Battle Style: Reproduce the character from the reference photo as [a girl wearing a cloak] in a 2D 16-bit RPG battle scene. Horizontal battle screen at a lakeside, attacking a donut monster with a sword. Retro HUD at the bottom displaying character name "[Tsunochian]", HP, command menu, floating damage, and plausible HP numbers. Adventure Game Style: Reproduce the character from the reference photo as [a girl wearing a cloak] in a 2D 16-bit adventure game screen. Center bust-up portrait of the character in a living room. UI displays location name in the top left, date and weather in the top right, and command menu with dialogue window at the bottom: "[Tsunochian]: [Is it snack time yet?]".

16-bitpixel artretro game
Dark Fantasy RPG Maker Pixel Map

Dark Fantasy RPG Maker Pixel Map

A pixel art RPG Maker map based on the reference image, reimagined in a dark fantasy aesthetic inspired by [Elden Ring] and [Dark Souls]. Replace the original forest tiles and environment with dark fantasy textures, detailed gothic foliage, weathered stone, and an ominous atmosphere. Maintain the exact layout, grid dimensions, and perspective of the reference base map without enlarging, shrinking, or stretching; keep any unused surrounding space blank.

pixel artrpg makerdark fantasy
Artwork Normal and Depth Map Generation

Artwork Normal and Depth Map Generation

Generate a [surface normal map and depth map side-by-side] from the reference photo. - Normal map: Standard tangent-space RGB encoding where R = X direction, G = Y direction, and B = Z direction. Normal directions follow the local geometry, shading, and contours with smooth transitions. - Depth map: Continuous grayscale depth map where white is near to the viewer and black is far, with physically plausible spatial gradients. Constraints: Maintain the exact framing, resolution, and aspect ratio of the reference photo. Do not add new artistic elements, repaint, or stylize; infer only plausible micro-geometry and depth structure without noise.

normal mapdepth maptexture
Fighting Game Character Reveal Splash Screen

Fighting Game Character Reveal Splash Screen

layering: order: - text_layer - character_layer - background_layer strict: true subject: description: > Preserve the subject exactly as in the reference image, keeping all facial features, colors, hairstyle, clothing, and proportions without redesign or reinterpretation. framing: Bust-up composition from head to upper torso, making the subject appear prominent. integrity: full_identity_preservation detail_level: high_definition micro_details: preserve_skin_texture_hair_edges_fabric_details composition: aspect_ratio: "16:9" layout: Subject positioned on one side with headline typography on the opposite side. emphasis: Strong presence on character upper body and expression. action: description: Maintain reference pose with subtle dynamic battle energy. location: description: > Minimalist abstract background inferred from reference image tones. Background must not contain any secondary characters, silhouettes, faces, or blurred subject forms. allowed_elements: pure_color_gradients_light_abstract_shapes_only style: visual_style: High-impact fighting game reveal splash screen with strong contrast. text_effects: Metallic high-energy lettering with deep 3D perspective extrusion, no glow. character_rendering: Crisp edge definition, sharp details, accurate texture fidelity. ink_splash_rules: Pure solid black splash accents only. camera_lighting: camera_angle: from_reference lighting: Dramatic directional key lighting with crisp rim highlights. colors: palette: Palette derived from reference image, metallic silver character name, saturated yellow announcement text. mood: dramatic, heroic, high_energy text: character_name: "[Character Name]" announcement_fixed: "[Entering the Battle!!]" placement: opposite_side_of_character perspective: Front surface larger with deep tapered 3D extrusion. character_name_style: Metallic silver bold 3D block lettering.

fighting gamecharacter revealsplash screen
Hardware Accurate NES Background Pixel Art

Hardware Accurate NES Background Pixel Art

Convert the reference image into authentic 8-bit NES (Famicom) background (BG) dot art pixel graphic adhering strictly to hardware constraints: - Hardware specs: Pure NES BG layer only; sprites strictly prohibited; output canvas resolution of 256x240 pixels; 8x8 pixel tile grid; 16x16 pixel attribute blocks (2x2 tiles). - Cropping and framing: Maintain aspect ratio of the main subject [a medieval castle landscape], centered or cropped to focus on the key subject without stretching or warping. - Palette rules: Strictly limited to the standard 54-color NES NTSC palette. Exactly four 4-color sub-palettes allowed across the entire image. Index 0 is the universal background color shared across all 4 sub-palettes (derived from the most dominant background tone). Each sub-palette contains Index 0 plus 3 unique colors representing shadow, mid-tone, and highlight. - Attribute constraint: Each 16x16 attribute block can strictly use only 1 of the 4 sub-palettes (maximum 4 colors per 16x16 block). - Tile limit: CHR ROM pattern compression applied; maximum 256 unique 8x8 tiles across the entire 256x240 screen, repeating identical tile patterns for sky, terrain, and uniform textures. - Shading: Classic ordered retro video game dithering (checkerboard or line dither) to create smooth gradients using only the 4 available colors per block.

pixel artnes8-bit
Mobile Game Ultimate Cut-In Screen

Mobile Game Ultimate Cut-In Screen

An official mobile game screenshot capturing an ultimate special move cut-in scene, featuring the character from the reference photo. The character's art style, facial features, eyes, hair, and coloring remain strictly identical to the reference photo. Composition is a bust-up to waist-up framing occupying 60–70% of the screen, with the face and eyes positioned toward the top-left, calm and entirely unobstructed by UI or effects. In the center, an extra-large Japanese calligraphy brush script displays an original special move name in bold kanji [神滅・蒼炎天獄], slightly extending off-screen, accented with a refined, thin gold border. Positioned directly with it is a massive, angular, rock-weighted metallic damage number [48,290,150] alongside bold text "CRITICAL!!". Game UI includes a subtle top bar showing rarity icon [UR] and [Lv.MAX], a thin depleted HP gauge at the bottom showing zero health, and minimal semi-transparent [AUTO], [SPEED], and [MENU] icons at the edges. High-contrast lighting with a dark background, gold particle sparks, and [crimson and azure aura] radiating from the central blast. The character's eyes remain clearly visible; no "OVERKILL" text.

mobile gamecut-ingacha ui
Retro PS1 Mansion Interior

Retro PS1 Mansion Interior

The [inside of a mansion], rendered with [PlayStation 1 low-poly video game] graphics.

low-polyps1retro gaming
UV Texture Map for Garment

UV Texture Map for Garment

A flat UV unwrapped texture map for a 3D [skirt], designed like a Substance Painter texture export. Map the [floral pattern and color palette] from the reference photo across the UV islands, aligning seamlessly along seams, pleats, and hem borders. High-detail 2D texture layout showing clean UV islands, fabric weave, realistic diffuse color, edge seams, and subtle shading.

uv maptexturegame-asset
Urban Streetwear Woman in GTA Art Style

Urban Streetwear Woman in GTA Art Style

Young woman with a confident expression and athletic physique. Monochromatic white streetwear, urban chic. Long, voluminous, wavy dark brown hair. Tan, sun-kissed skin tone. Large gold hoop earrings, layered gold chain necklaces. White cro…

gta stylestreetweargame asset
Retro PlayStation 1 Screenshot Conversion

Retro PlayStation 1 Screenshot Conversion

Transform the reference photo into an authentic in-game screenshot captured directly from a [late-1990s PlayStation 1 (PS1)] video game running on original hardware. - Geometry & Models: Re-render every element of the scene—characters, objects, environment, and background—as [low-polygon 3D models] with clearly visible triangular facets, sharp angular edges, and no smoothing or subdivision. - Textures & Mapping: Use heavily pixelated, compressed low-resolution textures (256×256 or lower) with visible tiling seams and classic PS1 affine texture warping that distorts across surfaces and perspective angles. - Lighting & Color: Basic flat or Gouraud vertex shading without dynamic lights or modern specular highlights. Render with a 16-bit color palette featuring visible ordered checkerboard dithering across gradients, sky, and shadows. - Hardware Artifacts: No anti-aliasing with sharp aliased pixel edges, subtle vertex snapping/jitter, distance fog falloff, and an authentic raw framebuffer resolution of [320×240] or 640×480. - Constraints: Maintain the exact scene composition and perspective of the reference photo. No HUD elements, no text, no subtitles, no scanlines, and no CRT monitor curvature.

ps1low-polyretro-gaming
Arcade 3D Rhythm Dance Game Interface

Arcade 3D Rhythm Dance Game Interface

A screenshot of an arcade 3D rhythm dance game featuring the 3D anime character from the reference photo, [a girl wearing a cloak]. Subject & Composition: - The character holds a confident dance pose on the left side of the screen. - Glossy, reflective dance stage shining under overhead spotlights. Arcade Rhythm Game HUD & UI Elements: - Top score display and stage timer countdown. - Floating combo counter and energy gauge bar. - Dynamic colorful music waveform visualizer. - Four vertical scrolling note lanes on the right side with falling arrow buttons (Left: Red, Up: Blue, Down: Green, Right: Yellow). - Glowing neon particle effects. Lighting & Style: - Dynamic 3D anime style with vibrant arcade game graphics. - Cinematic neon lighting glowing in vivid yellow and pink accents.

rhythm gamearcade ui3d anime