Delivery vs Zombies
You can actually play here!
Year
2026
Services
Game Design, Character Animation, Rive Scripting, GPU Shaders, AI-assisted Development
Client
Personal Project · Rive Halloween Challenge
Intro
Sunday night in Buenos Aires. One pizza. Too many zombies. Delivery vs Zombies is a playable game prototype, a 2D platformer built entirely in Rive for the Rive Halloween Challenge. It is short on purpose: one level, a few minutes from the pizzeria to the customer's door. Matilda rides her scooter for Hurrly, a delivery app that rates her, nags her and docks her pay while the city fills up with zombies: hipsters by the café, football fans by the stadium, gym bros further on, and a customer waiting on the fifteenth floor of a building wrapped in scaffolding. It is a zombie game, but the real monster is the app.
Process
The whole game was written from the terminal with the Rive CLI and an AI coding agent (Claude Code): around 43,000 lines of Rive Markup and 7,000 lines of Luau, in 291 commits over nine days. I directed, the agent built, and every result came back as a screenshot to approve, reject or redraw. The look grew out of concept art by illustrator Verónica Beltrán: a cold, grim night where only Matilda keeps her colours. The hard part was not the code, it was keeping the art consistent. Generated assets came out correct but generic, so the loop became: the agent blocks in a shape, I redraw it by hand in the Rive editor, and the agent merges my version back without losing its own work. Matilda, the zombies and their accessories, the pizza hand-off at the door: all hand-drawn and keyed on a timeline so I can keep retouching them. On top sits a WGSL shader running on Rive's GPU Canvas (film grain, a diorama lens, optics), a HUD and screens driven by Data Binding and State Machines, and a round of performance work to hold 60 fps in the browser on an integrated GPU.



Goal
Find out how far Rive can go as a game engine on its own: scripting, data binding, state machines, audio and GPU shaders in a single file, playable in the browser. And test a new way of working, where an AI agent writes the scene and the designer keeps the hand on the art and the feel.


Result
A playable prototype of one level, finished end to end: title, phone, a 16,000 px ride with five checkpoints and two routes, a vertical finale, pause, game over and a receipt that prints your (docked) earnings. Bilingual, playable with keyboard and mouse, published on the web with the shaders on. Short, but every screen a full game needs is there.