RUSH key art — a lone courier riding across a rain-soaked bridge into the neon city of Calder ← Back to work

Narrative Game × AI Art Pipeline · Self-initiated

Work in progress

You never ride
the bike.

Role

Everything — story, design, build

Year

2026

Status

Episode 1 of 5 playable

Stack

React · Claude Code · Gemini TTS

Vertical slice live at rush-mauve.vercel.app

The game

You answer the radio.
You decide
who rides.

RUSH is a narrative dispatch game. You play Eli — a washed-up bike courier legend who now runs the radio for The Pigeons, a dying courier crew in the rain-soaked city of Calder.

You never ride. You sit in the chair, you pick who does, and you live with what happens to them.

Premium Rush meets Telltale — played entirely through a dispatch board.

What I did

All of it.
With an AI crew.

Concept, story, game design, UI, frontend, art direction, sound — built solo. The team is the toolchain: Claude Code as engineering and writing partner, Nano Banana 2 for the art — run in bulk through PRESSRUN, the tool one project back in this portfolio — and Gemini TTS for the voice over.

Game Design Narrative Design AI Art Direction React UX / UI

The mechanic

The board is the dialogue wheel.

No dialogue trees. Decisions happen on a tactical map of Calder: a job lands, a timer burns, and you click which rider takes it. The UI is the storytelling surface.

rush-mauve.vercel.app
The live dispatch board — the map of Calder, a 02:47 timer, the rider roster, and a flower-run job ticket

The board in play — storm over the cut, 02:47 on the clock, a $12 flower run, and seven riders on the roster.

In play

Every job is a choice.

A dozen roses for $12, or the rent — $4,200 for an unmarked package and no questions. Every ticket shows pay, risk and a deadline, and the timer doesn't pause while you decide.

Riders answer on the mic, in character. Who you send is the story.

A high-stakes job ticket on the dispatch board — $4,200, high risk, unmarked package, no questions

The rent job. $4,200, high risk, no questions — and a refuse button.

A story beat — rider Jay laughing on his bike in the rain, his rider file card alongside the dialogue bar

Jay, two blocks out, on the mic. Rider file on the left.

Hawk — rider portrait against her signature magenta

The HUD rule

Grey city.
Two colors.

The whole HUD is greyscale with exactly two licensed colors. Magenta means act now — timers, assignable riders, decisions on the clock. Yellow is reserved for one voice — Eli's, the protagonist in your ear.

Color literally tells you what the game wants from you. That's Hawk on the left — riders carry the signal color too. When she lights up, she's yours to send.

Keeping AI art consistent

Plates before scenes.

AI image models redesign the set every shot. The fix: generate canonical reference plates first — the empty dispatch office, each rider's bike, each helmet and radio kit — then every scene prompt references the plates plus the character sheet.

The model copies instead of imagines. The loft has the same six monitors in every shot because the six monitors are canon.

The dispatch office reference plate — six monitors, radio, lamp, helmet on the shelf

The loft plate. Six monitors, every shot.

A rider's bike reference plate — black frame, magenta rims, against a wet brick wall

Hawk's bike plate — signature magenta rims.

Space as character

The building is a character.

Pigeons HQ is a real building with a location bible: the dispatch nook where Eli sits alone, the common room where the crew lives, the garage, the stairwell where soaked riders arrive, the rooftop pigeon coop.

Every story beat renders in the room where it physically happens.

In-game scene — Hawk arriving soaked at the top of the stairwell, helmet in hand

Hawk, soaked, hitting the stairwell door.

In-game scene — Eli on the rooftop by the pigeon coop, city skyline in the rain

Eli on the roof, with the pigeons.

Where it's at

Episode 1.
In the chair.

Episode 1 key art — Eli at the dispatch desk, six monitors glowing, neon city through the window

Episode 1 key art — generated through PRESSRUN, like all of RUSH's art.

The RUSH title screen — Continue, New Game, Episodes — with the Episode 1 chair art in place

The same art, in the chair — title screen of the playable build.

Episode 1 playable · in active development

Episode 1 is playable.
End to end.

Full story, art, voice over and sound. Episodes 2–5, rider voice acting and deeper consequence systems are in progress. Last updated June 2026.

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