Low Poly (1994–present)

Early PlayStation and Nintendo 64 3D graphics — but rendered with the primitive lighting engine of that era, not modern 3D software. Each triangular polygon face is a single flat, unmodulated colour: no specular highlight, no reflection, no ambient occlusion, no normal map, no subsurface scattering. Surfaces are completely matte and dumb. Textures are 64×64 or 128×128 pixels maximum, visibly blocky, and affine-mapped so they warp and swim across polygon faces. Lighting is a single directional source casting hard, fake-looking shadows — no bounced light, no gradient falloff. Distance fog cuts in abruptly as a flat colour plane, not a smooth gradient. The whole image should look like it was rendered on 1990s hardware: naive, limited, and visibly struggling with the geometry.

If the output looks too polished, add "flat shading only, no specular, no reflections, no ambient occlusion, matte surfaces, PS1-era graphics" to override the AI's instinct to render beautifully

Fête poster

This time, a blocky, low-poly ferret in a number-one racing jacket charges down the cricket pitch beneath chunky cream and orange type. Run it again and you would very likely get a different subject altogether — the copy offers plenty to choose from.

Low Poly — fête poster example, version 2 prompt

Gig poster

This time it went with a lone low-poly guitarist under stark lighting, with the band name in huge red block type and all the event copy present. Run it again and you would very likely get a different subject altogether — the copy offers plenty to choose from.

Low Poly — gig poster example, version 2 prompt