What if you can make a racing game but focus on the story and keep all the racing part as cut scenes? This approach is opposite to every other racing game.
This project explores the intersection of AI-generated media and interactive storytelling: using generative AI not just as a marketing tool, but as a core production pipeline for game content.
The concept is a visual novel set in 90s Japanese street racing culture, where the emotional weight of car culture: rivalry, obsession, freedom, identity, love, friendship is delivered through story, dialogue, and AI-generated cinematic cutscenes rather than real-time gameplay mechanics. I’m thinking of Need for Speed Underground, but the story is main part the game.
The cars are iconic JDM machines of the era. The art direction is 90s anime illustration. The characters are original, built and visualised through AI image generation, then brought to life through narrative and short-form cutscenes.
Generative AI has made it possible for a solo creator or a very small team to produce the visual and cinematic quality that previously required a full studio. Cutscenes that once needed animators, riggers, and render farms can now be generated, directed, and iterated by one person with a clear creative vision. This project is a proof of that possibility and a test of how far the pipeline can go.
Current status: dialogue system prototyped, 90s anime art direction established, AI video generation workflow proven across prior projects.
















