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GeezerVison is showing rive.app — Rive: agent-native 2D and 3D engine for games, apps, and UI Build for AppsInteractive UI for iOS, Android, and desktopWebsitesHeroes, product stories, and interactive pagesProduct DesignProduct UI and AI charactersGamesWhole games, from art to gameplayGame UIMenus and HUDs for any engineCharactersRig and animate characters that reactVehiclesClusters and infotainmentBroadcastScorebugs and live data overlaysFilm & TVScreen graphics played live on setAll Use Cases GamesPlay games made with RiveEach one runs on web, mobile, desktop, and consoles.Play nowBuild for AppsInteractive UI for iOS, Android, and desktopWebsitesHeroes, product stories, and interactive pagesProduct DesignProduct UI and AI charactersGamesWhole games, from art to gameplayGame UIMenus and HUDs for any engineCharactersRig and animate characters that reactVehiclesClusters and infotainmentBroadcastScorebugs and live data overlaysFilm & TVScreen graphics played live on setAll Use Cases GamesPlay games made with RiveEach one runs on web, mobile, desktop, and consoles.Play nowAgent speed. Artist control. Build games, apps, and interactive UIBuild games, apps, and interactive UIBuild games, apps, and interactive UIUse Rive as your whole engine, or add it to the products you already have. Build with your agent through the Rive CLI, or by hand in the Rive Editor. Open-source runtimes, no royalties or runtime fees. Start with your coding agent. No account needed to try it. Make the whole thing in Rive, or add Rive to the products you already have. Build with your coding agent, by hand in the Rive Editor, or both. Have a coding agent? Install the Rive CLI from rive.app/cli. Let's build a 3D city with flying cars, a 3D vector HUD, and vector billboards. Make the whole thing in Rive, or add Rive to the products you already have. Build with your coding agent, by hand in the Rive Editor, or both. Have a coding agent? Install the Rive CLI from rive.app/cli. Let's build a 3D city with flying cars, a 3D vector HUD, and vector billboards. Or draw, rig, and animate by hand in the Runs natively on all major platforms PS5 Xbox Switch 01 / 09 Now playing Rive City Built with the Rive CLI. 3D and vector graphics in one scene. How to get started Direct your agent. Then shape it by hand.Start with one prompt in your coding agent. It installs the Rive CLI, builds a first version, and opens the CLI preview window on your screen, no account needed. Keep directing it, or open it in the Rive Editor for professional design and animation tools: rigging, timelines, state machines, and data binding. Works with Claude Code, Codex, Cursor, and any agent that runs commands on your computer. macOS (Apple Silicon), Windows, and Linux. 01 Start with a promptStart with a promptStart with a promptA first prompt like this gets you an early version: a city, a drivable car, working cockpit screens, and billboards. Your agent reads the CLI’s built-in docs as it works. Naming the Rive features you want helps it aim. Install the Rive CLI from rive.app/cli and use it to build a drivable night city. Put me in the driver’s seat of a hovercar whose dashboard screens and windshield HUD are live Rive artboards with state machines, animations and data binding. Fill the skyline with animated, clickable billboards that are also Rive artboards. Render it in 3D with GPU Canvas. CopyInstall the Rive CLI from rive.app/cli and use it to build a drivable night city. Put me in the driver’s seat of a hovercar whose dashboard screens and windshield HUD are live Rive artboards with state machines, animations and data binding. Fill the skyline with animated, clickable billboards that are also Rive artboards. Render it in 3D with GPU Canvas. Send to my computer02 Watch it buildWatch it buildWatch it buildThe preview window rebuilds every time your agent saves, and your agent checks its own work in it too. Coding agent~/city Install the Rive CLI from rive.app/cli and use it to build a drivable night city. Put me in the driver’s seat of a hovercar… Installing the Rive CLI and setting up a project. ›Rancurl -fsSL releases.rive.app/cli/install.sh | bash ›Ranrive create city ›Ranrive citypreview window open ›Editedscene.rml+214 -3 A first version is in the preview window: city, car, cockpit screens, and billboards. Tell me what to change. Ask for changes Rive CLI previewcity ![]() Watching for changes 03 Give notesGive notesGive notesRive City, at the top of this page, took many rounds like this one: lighting, the title sequence, performance, and polish. It is the same creative process you used before AI. Now you direct each round instead of doing every step by hand. ![]() Looks great, now let’s make it cinematic. Add a title screen where the city builds itself before the Rive logo appears, with lighting closer to golden hour. Make the HUD smaller and glassier, keep billboards on building faces, and let me stop in front of one and play with it. CopyLooks great, now let’s make it cinematic. Add a title screen where the city builds itself before the Rive logo appears, with lighting closer to golden hour. Make the HUD smaller and glassier, keep billboards on building faces, and let me stop in front of one and play with it. Send to my computer04 Shape it by handShape it by handShape it by handDraw, rig, and animate in the Rive Editor. Your agent pulls your changes and keeps going. Needs a free Rive account. ![]() State Machine Timeline Push this to my Rive account so I can open it in the Editor. CopyPush this to my Rive account so I can open it in the Editor. Send to my computer05 Ship it anywhereShip it anywhereShip it anywhereYour agent builds a .riv and adds it to your app, site, or game with the Rive runtime for that platform, or makes the whole game in Rive. It runs on every platform below. Needs a free Rive account. Web JavaScript, React Mobile iOS, Android Desktop macOS, Windows, Linux Frameworks Flutter, React Native Game engines Rive, Unity, Unreal Consoles PS5, Xbox, Switch Vehicles Car dashboards TV Smart TVs, Apple TV Build a .riv and add it to my iOS app. CopyBuild a .riv and add it to my iOS app. Send to my computerRive Editor Pro tools to draw, rig, and animatePro tools to draw, rig, and animateDraw with the Brush and Pen, rig with bones and meshes, animate on the Timeline and Graph Editor, and add interactivity with the State Machine and Data Binding. It opens what your agent builds, and its built‑in AI Agent can write scripts, build layouts, and animate. Rive doesn’t train its AI on your files. RiggingBones and meshes for vector and raster art, with Auto Trace and Auto Weights. State MachineInteractivity without code. Logic and animation live together. Data BindingDrive any property from live data in your app or game. Graph EditorShape every ease by hand across all keyed properties. Switch between the Value Graph and the Speed Graph. TimelineProfessional timeline tools. Animation plays live and blends at runtime. LayoutsResponsive UI that reflows to fit any screen. TextCrisp at any size and animated letter by letter. Text InputEditable fields for names, search, chat, and forms. Users click or tab in, type, select, and paste. GamepadDrive any screen with a controller. Gamepad listeners react to buttons and sticks, and Focus moves through the UI in order. Semantics (Accessibility)Give elements a role, label, and state so screen readers on web, iOS, and Android can describe and navigate your UI. Scrolling ListsVertical, horizontal, or free scrolling with physics. Virtualized lists only build the rows on screen, so long lists stay fast. GPU Canvas3D models, cameras, lights, and shaders in the same scene as your vectors. LocalizationSwap every string per language through Data Binding. Layouts flip for right-to-left languages, and fallback fonts cover missing glyphs. ScriptingWrite AnimaScript for logic, procedural motion, and custom drawing, right inside Rive. ComponentsBuild a part once and reuse it everywhere. Change the original and every copy updates. JoysticksMap timelines to a handle’s X and Y. Drag it to scrub a head turn or a look, then key the handle itself. N-SlicingResize images and vector groups while their corners and edges keep their shape, for panels, buttons, and frames. Vector FeatheringSoft edges and glows on vector fills and strokes, a technique Rive invented, without the cost of a blur. Text Follow PathSet text along any path, then animate it onto the curve, along it, and off again. Brush ToolsDraw freehand with varying width. Each stroke keeps its spine, so you can reshape it later. LibrariesPublish components, view models, and scripts once and use them across files. Update the library and every file gets the change. Audio EventsTrigger sound effects from a keyframe, a state transition, or a listener. Flash ImportBring your Adobe Animate work over. Drop in an .fla file: symbols become artboards, and frame labels become a state machine. Release notes Rive CLI Rive, written in plain textRive, written in plain textThe CLI builds Rive files from Rive Markup Language (RML), plain-text .rml files that agents can read and write. No sign-in and no account needed to get started. Check what you builtConfirm a scene compiles, inspect what it contains, render frames without a window, and drive it with real or simulated input and data. Run the same checks in CI. Text you can diffA project is a folder of plain text and assets, so it lives in Git or Perforce next to your app code, and every change reviews as a readable diff. Work offlineWrite, preview, verify, and test without a connection. Sign in to publish or sync with the Rive Editor. Publishing compiles and signs your scripts, and runtimes refuse any script that isn’t signed. scene.rml~/card 1 <Artboard width="480" height="300" name="Card"> 2 <LayoutComponent name="Root"> 3 <LayoutComponentStyle flexDirectionValue="row" 4 flexWrapValue="wrap" gapHorizontal="24" …/> 5 <LayoutComponent width="132" height="132" name="Avatar"> 6 <Node x="66" y="70" name="Face">…</Node> 7 <Shape x="66" y="66" name="Knob" id="0:25"> 8 <DistanceConstraint distance="48" …/> 9 </Shape> 10 </LayoutComponent> 11 <LayoutComponent name="Info"> 12 <LayoutComponentStyle flexDirectionValue="column" 13 minWidth="200" layoutWidthScaleType="fill" …/> 14 </LayoutComponent> 15 </LayoutComponent> 16 <LinearAnimation duration="60" name="Look X" id="0:30">… 17 <LinearAnimation duration="60" name="Look Y" id="0:31">… 18 </Artboard> Rive CLI previewcard $ rive card --verify verified (0 errors, 0 warnings) Install it yourselfOr skip this step: your agent installs the CLI when you paste the starter prompt. macOS and Linux curl -fsSL https://releases.rive.app/ macOS with Homebrew brew install --cask rive-app/ Windows (PowerShell) irm https://releases.rive.app/ AnimaScript Scripts your engineers can sign off onScripts your engineers can sign off onAnimaScript is Rive’s scripting language: TypeScript syntax, compiled to WebAssembly. Edit the code below: the compiler runs in your browser. Reviewed like your codeEvery script is a .as text file in your repo. Engineers, Copilot, or your own agent review it in a pull request, with the same approvals as everything else you ship. SignedPublishing signs your scripts. Runtimes refuse scripts that are unsigned or changed after signing. SandboxedScripts run in a WebAssembly sandbox and only reach the Rive APIs the runtime gives them. A bad pointer stops the script instead of touching your app’s memory. Tested in CIWrite tests next to your scripts and run them headless with rive --test. A failing test fails the build. Near native speedCompiled ahead of time, AnimaScript decodes Draco meshes 8.7× faster than the previous scripting runtime. Existing scripts keep working. // Edit any number: the scene recompiles as you type. declare function dot(x: f32, y: f32, r: f32, a: f32): void; struct Vec2 { x: f32; y: f32; } function orbit(i: i32, t: f32): Vec2 { const k = <f32>i; const angle = t * (0.3 + k * 0.004) + k * 2.399; const radius = 16.0 + k * 0.42; let p = Vec2(); p.x = Mathf.cos(angle) * radius; p.y = Mathf.sin(angle) * radius * 0.6; return p; } export function frame(t: f32): void { const count = 360; for (let i = 0; i < count; i++) { const p = orbit(i, t); const fade = <f32>i / <f32>count; dot(p.x, p.y, 1.0 + fade * 1.6, 0.25 + fade * 0.75); } } ← type here loading the rasc compiler… rasc · the AnimaScript compiler, running in your browserWebAssembly Figma to Rive Turn your Figma file into a working appTurn your Figma file into a working appPoint your agent at your Figma file. It rebuilds your mockups in Rive as a working app with interactive motion, reusable components, data binding, scrolling lists, and animated transitions. Then open it in the Rive Editor and keep designing the real product. Install the Rive CLI from rive.app/cli. Turn my Figma file into a working app in Rive, with reusable components, data binding, scrolling lists, and animated transitions. CopyInstall the Rive CLI from rive.app/cli. Turn my Figma file into a working app in Rive, with reusable components, data binding, scrolling lists, and animated transitions. Send to my computerA working appInteractive motion, data binding, scrolling lists, and animated transitions, built from your screens. Real componentsEvery button, card, and list item becomes a reusable Rive component you design once and use everywhere. One source of truthWhat you design in Rive is the product. Refine it by hand in the Editor or with your agent, then ship it. No handoff, no rebuild What you design is what shipsWhat you design is what shipsDesign, motion, interaction, and logic all live in Rive. Your agent builds it, your team shapes it by hand, and open-source runtimes play it on web, mobile, desktop, consoles, smart TVs, and cars. No translationDevelopers and agents don’t rebuild your design in code. They load the file and bind data to it. No handoffAgents, designers, and developers all work in Rive. No driftChange the file, and every platform gets the same change. Rive or HTML? Use the right tool for the jobUse the right tool for the jobThink of Rive as a game engine, but not just for games: it pays off when there’s a lot of motion and interactivity, especially if it ships on more than one platform. Agents, developers, designers, and animators all work in Rive, through the Rive CLI or the Editor. For many pages, plain HTML is still the right call. Use it whenRiveHTML Your team builds it together: everyone works on the same production file, in the Rive Editor or as text with the Rive CLI, and several people can edit it in the Editor at once. Anyone can fix what they see instead of filing a change request, and Revision History keeps every version of the design. It has to run smoothly everywhere you ship: it plays natively on web, iOS, Android, desktop, game engines, consoles, TVs, and cars, drawn by the same runtime. You don't want a rewrite per platform: your agent edits it once, not separate web, Swift, and Kotlin code that drift apart. You'd otherwise combine many libraries: rendering, layout, text, animation, 3D, audio, and input are built into one engine, so your agent uses them instead of writing and maintaining its own. A lot moves at once: characters, layered vector animation, and interactive scenes that get heavy as DOM or SVG animation. It's a game that should reach more than the browser: consoles, native mobile apps, and desktop, with no rewrite. You want hands-on control: professional design and animation tools (Graph Editor, Timeline, bones and constraints, State Machine), made by the team that builds the format, runtimes, and Renderer, so every tool is made for what the runtimes play. It's mostly text, documents, or forms on the web. It needs to be found through search, like articles and docs. It's a simple web-only effect your agent can write in a few lines of CSS. Most websites use both. Rive drops into any web page, app, or game as one component. Why teams choose Rive Ship faster, spend less, build betterShip faster, spend less, build betterRive holds the design, code, and motion, and what you build is what ships. That one change cuts time to market and cost, and raises the bar on quality. Faster time to marketDesigners, animators, developers, and agents all work in Rive, so there’s no handoff and nothing to rebuild for each platform. Agent speed, artist controlYour agent builds with the Rive CLI in Claude Code, Codex, or Cursor, in hours instead of weeks. Then your team refines it by hand in the Rive Editor, with professional tools for rigging, timelines, state machines, and data binding. Lower costNo revenue share, no runtime fees, no royalties, and MIT open-source runtimes. One engine covers every screen, from the car dashboard to the phone app, so there’s one thing to build, review, and maintain. Higher qualityVector, raster, and 3D in one scene, drawn by the Rive Renderer. It’s light enough for an underpowered car GPU, so you can build experiences where you wouldn’t run HTML or a full game engine. In production Products built with Rive reach over 2 billion usersProducts built with Rive reach over 2 billion usersTeams at Spotify, Duolingo, Disney, and Riot Games ship with Rive. Here’s what they and independent builders say about it. ![]() Join our newsletterGet all the latest Rive news delivered to your inbox. |
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