THRONE OF AURAThe Open Playbook
Chapter 01

Media Generation

The foundation for every scene.

  • Image generationNano Banana Pro
Media Generation · 01.1

Character

Creator’s process
  1. Find the look.Use a reference: a PS3 game screenshot, a 3D model, outfits the character should wear. A rough direction is enough.
  2. Break it down.Have Claude or ChatGPT describe the style. The result is reusable language for how the character looks and how the image is rendered.
  3. Generate the character and style sheet.Give the description to Nano Banana Pro and ask for the character and a style sheet in that style. The sheet becomes the identity reference for every later scene.
Using an existing character as inspiration

Ask the AI for a similar-looking character. Don’t copy or use someone else’s intellectual property.

Prompt framework

In a scene prompt, the character image controls identity: face, hair silhouette, proportions, wardrobe and accessories. If the scene uses a different style, the prompt asks for the character translated into it.

Character sheet for Wei, a mid-forties logistics supervisor in a navy work jacket, grey polo and lanyard, showing front, three-quarter, profile and back views, expressions, and clothing details
Wei’s character sheet: turnarounds, expressions and wardrobe on one page.
Image prompt · the game style
[what you want to make] in a 2009 video game style, PS3 Xbox 360 era in-engine render, detailed textures, realistic proportions, waxy skin shading.

Used with Nano Banana Pro. Replace the bracket with the subject: a character, a style sheet, a background, or a prop.

Starter prompt · step 2
Here is a reference for a character I want to create.
Break it down into two parts:

1. Appearance — face, hair silhouette, proportions, clothing, accessories, colour palette.
2. Rendering style — geometry, textures, shading, lighting and anything else that makes it look like a PS3-era game render.

Then write a single description I can give to an image model to create an original character in this style, plus a character style sheet (front, side and back views, a few expressions, clothing details).

Example template written for this guide. Adapt it to your reference(s).

Media Generation · 01.2

Background

Creator’s process
  1. Find environment inspiration.A real location, a photo or a game level with the architecture, layout and colours the scene needs.
  2. Generate it in the same style.Use the same style line with the location as the subject: [a rainy Guangzhou shopping plaza] in a 2009 video game style… The character and background then read as one world.
Example Background prompt · Guangzhou plaza
A screenshot captured directly from a fictional 2007 third-person console game set in Guangzhou. An unmistakably constructed 3D game level: angular storefront geometry, repeated window textures, low-resolution stone textures with visible tiling, painted lighting detail, simple shadow maps, flat foliage cards, and distant buildings fading into distance fog. Shop interiors are shallow textured façades. Glass uses simple tinted surfaces and approximate reflections. Wet paving has a broad artificial sheen. Preserve the reference plaza’s recognizable layout. Every visible surface, including the distant background, belongs to the same game engine. Original-era graphics, with no modern remaster treatment.

You can re-use this as a general style prompt too!

A warmly lit restaurant interior with leather booths, lattice screens, hanging lanterns and a teal bar counter, rendered in a game style
Restaurant environment (2007-style render).
A factory forecourt at night with a guard booth, raised barrier, wet pavement, workers and a large sign reading WEI
Factory forecourt environment with background workers.
Prompt framework

In a scene prompt, a photographic location image controls architecture, layout and colours only. A finished game-style scene image, with character and environment together, controls appearance.

The finished, rendered image is what made the videogame look stick, especially in backgrounds that tended to drift towards photorealism.

Media Generation · 01.3

Props

Creator’s process

Props keep specific items consistent between generations. For example, a phone that may come into view.

Prop references were made with Nano Banana. They show the video model how small details should look. Use them as needed.

Key Example

The main character’s necklace changes from video to video, and sometimes between scenes. That’s the kind of detail a prop reference is for.

Prompt framework

A prop image controls prop identity: silhouette, colours, construction, material and markings. The prompt should also say who holds it and how (“fingers gripping the phone”) and keep that the same across cuts.

Asset reference sheet for a blue flip phone showing front, rear, side and open views
Flip-phone prop reference, used to keep the same phone across videos.