Prompts for Game Assets - Nano Banana 2

The practical consequence is that you should be prompting for isolation. One object, plain flat background, no ground plane, no environmental context, no atmospheric haze. “A single wooden barrel, centred, on a flat neutral background, no shadow” is an asset. The same barrel in a moody tavern is a painting, and cutting it out of that painting will take longer than generating it properly did.

Games have fixed viewing angles, and a prompt that ignores this produces assets that cannot be placed. Say which one you need: straight-on side view for a platformer, top-down for a dungeon crawler, two-to-one isometric for a strategy game, three-quarter orthographic for something in between. Then add that it is orthographic rather than perspective, because perspective foreshortening that changes across your asset set is what makes a tile map look broken.

For props and characters, the requirement is the opposite: a clean silhouette that reads instantly against gameplay. Ask for a distinct outline, a limited palette and no fine detail smaller than the asset will actually be displayed at. Detail below the pixel budget is not lost gracefully; it turns into mush.

An asset set lives or dies on looking like one set. The way to get there is to write a style prefix once — medium, palette, line weight, projection, background — and reuse it verbatim across every generation, changing only the object description at the end. “Flat vector, thick black outline, six-colour palette, orthographic side view, plain grey background:” then barrel, then crate, then lantern.