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Narrative Game × AI Art Pipeline · Self-initiated

A game where you
run the radio

Work in progress Vertical slice live at rush-mauve.vercel.app

At a glance

Role
Everything: story, design, build
Year
2026
Status
Episode 1 of 5 playable
Stack
React · Claude Code · Gemini TTS
RUSH key art, a lone courier riding across a rain-soaked bridge into the neon city of Calder

The game

You decide who rides

RUSH is a story game about dispatching couriers. You play Eli, who used to be the best bike courier in Calder. Now he’s stuck behind a radio, running dispatch for The Pigeons, a courier crew that’s slowly falling apart in a city where it never stops raining.

You never actually ride. You sit in the chair, pick who goes out on each job, and then deal with whatever happens to them out there.

The way I describe it is Premium Rush meets Telltale, and the whole thing plays out on a dispatch board.

What I did

I made it myself, with AI tools

I did the concept, story, game design, UI, frontend, art direction and sound on my own. Instead of a team, I used a set of tools. Claude Code helps me with the code and the writing. Nano Banana 2 makes the art, which I generate in bulk with PRESSRUN, the tool from the previous project. And Gemini TTS does the voices.

Game Design Narrative Design AI Art Direction React UX / UI

The mechanic

The map is how you make choices

There are no dialogue options in RUSH. Every decision happens on a live map of Calder. A job comes in, a timer starts, and you click the rider you want to send. I wanted the interface itself to be how you tell the story, rather than something sitting on top of it.

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 during a shift: a storm coming in, 02:47 on the clock, a $12 flower delivery, and seven riders waiting.

In play

Every job is a choice

You might get a dozen roses across town for $12, or rent money: $4,200 for an unmarked package, no questions asked. Each job shows you the pay, the risk and the deadline, and the clock keeps running while you think about it.

The riders talk back to you over the radio. Who you send changes the story you get.

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 asked. You can always say no.

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

Jay talking on the radio, two blocks away, with his rider file on the left.

Hawk, rider portrait against her signature magenta

The HUD rule

Only two colours on screen

The whole HUD is grey, and I only let myself use two colors. Magenta means act now. Timers, riders you can send, anything on the clock. Yellow belongs to one person only. Eli, the voice in your ear.

That way the colour tells you what the game needs from you before you even read anything. That’s Hawk on the left. Riders use the colour too, so when she lights up, she’s ready to go.

Keeping AI art consistent

Making the art stay consistent

The biggest problem I hit was that AI image models redesign the whole room every time you make a new image. So I stopped asking them to imagine things. First I make reference images of the empty dispatch office, each rider’s bike, and every helmet and radio. Then every scene prompt points back to those, along with the character sheet.

That way the model copies instead of making things up, so the loft has the same six monitors in every shot.

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

The reference image for the loft, with the six monitors.

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

The reference image for Hawk’s bike, with her magenta rims.

Space as character

The building matters too

I treated Pigeons HQ like a film set, with its own location guide. There’s the dispatch nook where Eli sits alone, the common room where the crew hangs out, the garage, the stairwell where soaked riders come running in, and the pigeon coop on the roof.

Every moment in the story is shown in the exact room where it happens, so the place starts to feel familiar.

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 is done

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

The Episode 1 key art. Like all the art in RUSH, it was made with PRESSRUN.

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

The same art on the title screen of the version you can play.

Episode 1 playable · in active development

You can play Episode 1

The whole first episode is playable from start to finish, with the full story, art, voice over and sound. I’m still working on episodes 2 to 5, voice acting for the riders, and making your choices matter more. Last updated June 2026.

Play the vertical slice →