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    <title>DEV Community: Elvis Igbinedion</title>
    <description>The latest articles on DEV Community by Elvis Igbinedion (@igbinedionelvis).</description>
    <link>https://dev.to/igbinedionelvis</link>
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      <title>DEV Community: Elvis Igbinedion</title>
      <link>https://dev.to/igbinedionelvis</link>
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      <title>Never Clocked Out: Some Shifts Never End</title>
      <dc:creator>Elvis Igbinedion</dc:creator>
      <pubDate>Fri, 30 Oct 2026 17:15:54 +0000</pubDate>
      <link>https://dev.to/igbinedionelvis/never-clocked-out-some-shifts-never-end-3fnc</link>
      <guid>https://dev.to/igbinedionelvis/never-clocked-out-some-shifts-never-end-3fnc</guid>
      <description>&lt;p&gt;Some records tell you what happened.&lt;/p&gt;

&lt;p&gt;Others tell you what someone wanted the world to believe happened.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Never Clocked Out&lt;/strong&gt; is an interactive narrative set inside the fictional Morrow Works Machine Shop No. 4 in 1989. It follows Raymond Mercer, a night-shift maintenance welder whose timecard has no clock-out entry.&lt;/p&gt;

&lt;p&gt;Eight surviving records remain.&lt;/p&gt;

&lt;p&gt;The player examines the archive, questions Ray through a local open-weight AI model, and decides what should remain on the record.&lt;/p&gt;

&lt;h2&gt;
  
  
  The story
&lt;/h2&gt;

&lt;p&gt;On the night of October 17, 1989, Ray Mercer reports abnormal vibration and movement in Press No. 4.&lt;/p&gt;

&lt;p&gt;The inspection is incomplete. The machine is scheduled to be operated by apprentice Eli Turner the following morning.&lt;/p&gt;

&lt;p&gt;Ray stops production.&lt;/p&gt;

&lt;p&gt;The official incident report describes an unauthorized stoppage and an employee who left before the end of his shift.&lt;/p&gt;

&lt;p&gt;But the surviving records tell a more complicated story.&lt;/p&gt;

&lt;h2&gt;
  
  
  How it works
&lt;/h2&gt;

&lt;p&gt;The experience is built around three narrative acts:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;The Timecard:&lt;/strong&gt; Ray is evasive. The player begins by examining the records.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;The Machine:&lt;/strong&gt; The player investigates the work order, notebook, shift schedule, and inspection checklist.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;The Final Shift:&lt;/strong&gt; The incident report, unsent letter, and final note reveal Ray's reason for stopping the machine.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The player can choose to let the official record stand, set the record straight using evidence, or close Ray's shift.&lt;/p&gt;

&lt;p&gt;The archive itself remains intact. The player can add a separate corrective note, but cannot rewrite the original incident report or change the surviving evidence.&lt;/p&gt;

&lt;h2&gt;
  
  
  Why Gemma?
&lt;/h2&gt;

&lt;p&gt;Gemma is an integral part of the experience.&lt;/p&gt;

&lt;p&gt;The project uses Gemma 3 4B locally through Ollama. Ray responds to questions in character, drawing on the surviving records and the narrative stage the player has reached.&lt;/p&gt;

&lt;p&gt;The AI is not asked to invent a new story. The application enforces narrative progression and constrains what Ray can reveal. The records remain the source of truth.&lt;/p&gt;

&lt;p&gt;This was an opportunity to explore how an open-weight model can support an interactive narrative without taking control of its canon.&lt;/p&gt;

&lt;h2&gt;
  
  
  Open innovation
&lt;/h2&gt;

&lt;p&gt;Running Gemma locally means Ray's dialogue is generated on the developer's machine instead of relying on a hosted AI service.&lt;/p&gt;

&lt;p&gt;This makes the experience less dependent on a remote API, keeps inference local, and lets the project experiment with model behavior and narrative constraints without tying the experience to a paid model endpoint.&lt;/p&gt;

&lt;p&gt;The project explores a small but meaningful question:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What happens when you let an AI speak for a person, but not rewrite what happened to them?&lt;/strong&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Built with
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;React&lt;/li&gt;
&lt;li&gt;TypeScript&lt;/li&gt;
&lt;li&gt;Express&lt;/li&gt;
&lt;li&gt;Ollama&lt;/li&gt;
&lt;li&gt;Gemma 3 4B&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Watch the demo
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://youtu.be/cw9AP-oHE_k" rel="noopener noreferrer"&gt;https://youtu.be/cw9AP-oHE_k&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Try the project
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;GitHub repository:&lt;/strong&gt;&lt;br&gt;&lt;br&gt;
&lt;a href="https://github.com/igbinedionelvis/never-clocked-out" rel="noopener noreferrer"&gt;https://github.com/igbinedionelvis/never-clocked-out&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The README includes instructions for running the project locally with Ollama and Gemma.&lt;/p&gt;
&lt;h2&gt;
  
  
  Prize category
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Best Use of Gemma&lt;/strong&gt;&lt;/p&gt;
&lt;h2&gt;
  
  
  Final thought
&lt;/h2&gt;

&lt;p&gt;Ray's timecard has no clock-out entry.&lt;/p&gt;

&lt;p&gt;The archive has preserved the paperwork.&lt;/p&gt;

&lt;p&gt;The player gets to decide what to do with it.&lt;/p&gt;

&lt;p&gt;Some shifts never end.&lt;/p&gt;
&lt;h2&gt;
  
  
  Demo
&lt;/h2&gt;

&lt;p&gt;  &lt;iframe src="https://www.youtube.com/embed/cw9AP-oHE_k" width="710" height="399"&gt;
  &lt;/iframe&gt;
&lt;/p&gt;

&lt;h2&gt;
  
  
  Source Code
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://github.com/igbinedionelvis/never-clocked-out" rel="noopener noreferrer"&gt;https://github.com/igbinedionelvis/never-clocked-out&lt;/a&gt;&lt;/p&gt;

&lt;h1&gt;
  
  
  devchallenge #hf26challenge #gemma #opensource
&lt;/h1&gt;

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      <category>hf26challenge</category>
      <category>gemma</category>
      <category>opensource</category>
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