Technology · Nano Banana

How we use Nano Banana with the Forge.

Almost everything in our games starts as a Nano Banana picture, made with Google's image model. Not as the final art: as the plan. The Forge measures the picture, builds real 3D from it, and we check the result against it. Here's every way we use it.

The picture is the plan, not the product. What ends up in the game is real geometry and real materials, built in the engine.

Edit, don't invent. Our best references start from our own renders: keep this exactly, fix what's wrong.

Measure everything. Outlines, proportions, colours, where the eyes sit, how light falls. Then compare.

01

Characters, from a turnaround.

One picture with the same character from the front, three-quarter, side and back. The Forge's Sheet Sculptor fits the body's proportions to the outlines in every view, then paints it from the drawing. Every character comes out rigged and ready to walk.

AI reference · Nano BananaA Nano Banana turnaround of Rowan

The turnaround

In the engineRowan in the engine with his sword

In the engine

02

The correction loop: render it, then let Nano Banana fix it.

Our most powerful trick. Once a first version exists, we render our own model from four sides and hand that to Nano Banana: keep this exact character, fix what's wrong. The new picture matches our model's shape exactly, only better, and becomes the next reference. Round and round until it's right.

In the engineRowan's first version rendered in Arcwright
01

Our render

The cloak wraps him like a blanket and the face is soft.

AI reference · Nano BananaNano Banana's correction of Rowan
02

Nano Banana's correction

The same boy, with the cloak behind him, bracers, pouches and a clear face.

Rowan before the loop, in the engine
Rowan after the loop, in the engine
BeforeAfter

Same night, same engine.

Drag to compare two live renders a few hours apart.

03

Faces, at full detail.

A full-body sheet gives a face a few dozen pixels. So faces get their own sheet: front first, then three-quarter, profile and a couple of expressions. The engine finds the eyes in the drawing and places the face on the head by them, so the eyes, brows, nose and mouth land exactly where they should.

AI reference · Nano BananaA Nano Banana face sheet of Rowan

The face sheet

In the engineRowan's face in the engine, painted from the sheet

In the engine

04

Rooms, planned before a wall goes up.

For Ashgrove, the haunted mansion, each room started as a picture of how it should feel, plus a plan with real measurements: how wide the doors are, how high the ceiling, where the stairs land. The room is then built to those numbers, so it reads right when you walk through it.

AI reference · Nano BananaA Nano Banana picture of the Ashgrove foyer

How it should feel

AI reference · Nano BananaA Nano Banana plan of the foyer with measurements

The plan, with measurements

In the engineThe Ashgrove foyer built in the engine

Built in the engine

05

A sheet for every prop.

Each piece gets its own product sheet: the object from the front, the side and the back on a plain background, with close-ups of the details that matter. The Forge reads the outline and proportions and builds it part by part: a staircase with its newel posts, a chesterfield with its buttons, a window with the boards nailed across it.

AI reference · Nano BananaA Nano Banana sheet of the staircase

Staircase

AI reference · Nano BananaA Nano Banana sheet of the sofa

Sofa

AI reference · Nano BananaA Nano Banana sheet of a boarded window

Boarded window

AI reference · Nano BananaA Nano Banana sheet of the chandelier

Chandelier

In the engineThe soldier in the Ashgrove foyer, in the engine

In the game

The stairs, the balcony, the boarded windows and the sofa, forged and lit in the engine.

In the engineThe Ashgrove foyer's staircase, balcony and boarded windows, played on Windows

On Windows too

The same forged foyer, played on the Vulkan renderer.

06

Light studies: how a surface should look.

A material can look right in flat light and fake under a lamp. So for the important surfaces we make light studies: the same surface under a bare bulb, low raking light, moonlight, a flashlight. The engine material is tuned until it holds up in every one of them.

AI reference · Nano BananaA Nano Banana light study of a wood door panel under a bare bulb

The study: wood under a bare bulb

Steam DeckA bare bulb lighting a hallway in Ashgrove, on a Steam Deck

In the game: a bare bulb in the haze

07

Photo targets for whole places.

For the Zombie Woods we rendered our own trail and asked Nano Banana to repaint that exact view as a photograph. That picture became the target for the light, the ground and the trees.

In the engineThe Zombie Woods trail, first pass in the engine

1 · Our first pass

AI target picture · Nano BananaThe same trail repainted as a photo by Nano Banana

2 · The target

In the engineThe Zombie Woods trail after the pass, in the engine

3 · After the pass

08

2D games, painted.

For 2D, Nano Banana paints the art itself: the hero's frames, the enemies, the tiles and the sky, each on a flat background. The engine cuts every frame out, lights it, and builds the level from a map. The game, the physics and the light all run in the engine. Lantern Keep was made this way, and you can play it right now.

AI reference · Nano BananaA Nano Banana sprite sheet of the knight

Hero frames

AI reference · Nano BananaA Nano Banana sheet of slimes and bats

Enemies

AI reference · Nano BananaA Nano Banana sheet of stone tiles

Tiles

AI reference · Nano BananaA Nano Banana painting of a moonlit sky

The sky

In the engineLantern Keep running in Arcwright: the knight on a castle wall at night

Lantern Keep in the engine: art painted with Nano Banana; the game, physics and lighting are Arcwright.

Play Lantern Keep in your browser. It runs on phones too.

Play Lantern KeepFree, no download

Try it yourself.

The guide inside the free app walks through the whole method, step by step. Coming next: Nano Banana built into Arcwright, paid with Sparks. Type what you want, pick from four pictures, and send it straight to the Forge.

Start building today.

Arcwright is free. Download it, describe your game, and watch Claude Opus 5.5 build it in front of you.

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