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GeezerVison is showing rive.app — Rive: agent-native 2D and 3D engine for games, apps, and UI

Rive
DocsGet Started
Build
Rive EditorDesign, animate, and wire interactive graphicsRive CLIYour coding agent builds Rive filesGame EngineMake 2D and 3D games for web, mobile, desktop, and consolesDownloadsDesktop apps and the CLI
Ship
RuntimesOpen-source runtimes for every platformRendererVector, raster, and 3D on the GPUThe .riv FormatSmall, fast files for art, motion, and logic
Explore
All FeaturesAnimaScriptMarketplace
Rive CLIBuild with your agentYour agent and the Rive Editor work together, so you can go back and forth.Set up your agent
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
Case Studies
SpotifyDuolingoLinkedInFigmaIntercomPocketwatch GamesAll Case Studies
Compare
Rive vs HTMLRive vs LottieRive vs After EffectsRive vs AnimateRive vs SpineFigma to Rive
GamesPlay games made with RiveEach one runs on web, mobile, desktop, and consoles.Play now
Learn
DocumentationGuides for the Editor, CLI, and runtimesBlogReleases, case studies, and tutorialsChangelogWhat shipped in the Editor and runtimesVideo TutorialsLearn Rive step by step on YouTube
Community
CommunityDiscordExpertsFeature RequestsBug Reports
Support and Company
SupportVoyager SupportEnterpriseContactCareersPressNewsletter
NewsletterGet Rive news in your inboxNew features, case studies, and community work, about once a month.Subscribe
Rive
DocsGet Started
Build
Rive EditorDesign, animate, and wire interactive graphicsRive CLIYour coding agent builds Rive filesGame EngineMake 2D and 3D games for web, mobile, desktop, and consolesDownloadsDesktop apps and the CLI
Ship
RuntimesOpen-source runtimes for every platformRendererVector, raster, and 3D on the GPUThe .riv FormatSmall, fast files for art, motion, and logic
Explore
All FeaturesAnimaScriptMarketplace
Rive CLIBuild with your agentYour agent and the Rive Editor work together, so you can go back and forth.Set up your agent
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
Case Studies
SpotifyDuolingoLinkedInFigmaIntercomPocketwatch GamesAll Case Studies
Compare
Rive vs HTMLRive vs LottieRive vs After EffectsRive vs AnimateRive vs SpineFigma to Rive
GamesPlay games made with RiveEach one runs on web, mobile, desktop, and consoles.Play now
Learn
DocumentationGuides for the Editor, CLI, and runtimesBlogReleases, case studies, and tutorialsChangelogWhat shipped in the Editor and runtimesVideo TutorialsLearn Rive step by step on YouTube
Community
CommunityDiscordExpertsFeature RequestsBug Reports
Support and Company
SupportVoyager SupportEnterpriseContactCareersPressNewsletter
NewsletterGet Rive news in your inboxNew features, case studies, and community work, about once a month.Subscribe

Agent speed. Artist control.

Build games, apps, and interactive UI

Build games, apps, and interactive UI

Build games, apps, and interactive UI

Use 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.

Start building free
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.

Start building free
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

Rive Editor

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.
Runs on
Web, iOS, Android, desktop, consoles
Use cases
Games, Game UI
Play it liveGet source

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.

Open the Editor

01

Start with a prompt

Start with a prompt

Start with a prompt

A 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.
Copy
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.
Send to my computer

02

Watch it build

Watch it build

Watch it build

The 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 notes

Give notes

Give notes

Rive 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.

Rive City at night after a creative direction pass
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.
Copy
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.
Send to my computer

04

Shape it by hand

Shape it by hand

Shape it by hand

Draw, 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.
Copy
Push this to my Rive account so I can open it in the Editor.
Send to my computer

05

Ship it anywhere

Ship it anywhere

Ship it anywhere

Your 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.
Copy
Build a .riv and add it to my iOS app.
Send to my computer

Open the Editor

Rive Editor

Pro tools to draw, rig, and animate

Pro tools to draw, rig, and animate

Draw 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.

Open the Editor

Desktop app

All features

Rigging

Bones and meshes for vector and raster art, with Auto Trace and Auto Weights.

State Machine

Interactivity without code. Logic and animation live together.

Data Binding

Drive any property from live data in your app or game.

Graph Editor

Shape every ease by hand across all keyed properties. Switch between the Value Graph and the Speed Graph.

Timeline

Professional timeline tools. Animation plays live and blends at runtime.

Layouts

Responsive UI that reflows to fit any screen.

Text

Crisp at any size and animated letter by letter.

Text Input

Editable fields for names, search, chat, and forms. Users click or tab in, type, select, and paste.

Gamepad

Drive 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 Lists

Vertical, horizontal, or free scrolling with physics. Virtualized lists only build the rows on screen, so long lists stay fast.

GPU Canvas

3D models, cameras, lights, and shaders in the same scene as your vectors.

Localization

Swap every string per language through Data Binding. Layouts flip for right-to-left languages, and fallback fonts cover missing glyphs.

Scripting

Write AnimaScript for logic, procedural motion, and custom drawing, right inside Rive.

Components

Build a part once and reuse it everywhere. Change the original and every copy updates.

Joysticks

Map timelines to a handle’s X and Y. Drag it to scrub a head turn or a look, then key the handle itself.

N-Slicing

Resize images and vector groups while their corners and edges keep their shape, for panels, buttons, and frames.

Vector Feathering

Soft edges and glows on vector fills and strokes, a technique Rive invented, without the cost of a blur.

Text Follow Path

Set text along any path, then animate it onto the curve, along it, and off again.

Brush Tools

Draw freehand with varying width. Each stroke keeps its spine, so you can reshape it later.

Libraries

Publish components, view models, and scripts once and use them across files. Update the library and every file gets the change.

Audio Events

Trigger sound effects from a keyframe, a state transition, or a listener.

Flash Import

Bring 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 text

Rive, written in plain text

The 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.

Set up your agent

Watch the walkthrough

Check what you built

Confirm 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 diff

A 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 offline

Write, 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 yourself

Or skip this step: your agent installs the CLI when you paste the starter prompt.

macOS and Linux

curl -fsSL https://releases.rive.app/cli/install.sh | bash

macOS with Homebrew

brew install --cask rive-app/tap/rive-cli

Windows (PowerShell)

irm https://releases.rive.app/cli/install.ps1 | iex

AnimaScript

Scripts your engineers can sign off on

Scripts your engineers can sign off on

AnimaScript is Rive’s scripting language: TypeScript syntax, compiled to WebAssembly. Edit the code below: the compiler runs in your browser.

Read the docs

See the benchmarks

Reviewed like your code

Every 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.

Signed

Publishing signs your scripts. Runtimes refuse scripts that are unsigned or changed after signing.

Sandboxed

Scripts 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 CI

Write tests next to your scripts and run them headless with rive --test. A failing test fails the build.

Near native speed

Compiled 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 app

Turn your Figma file into a working app

Point 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.
Copy
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.
Send to my computer

Figma to Rive guide

CLI docs

A working app

Interactive motion, data binding, scrolling lists, and animated transitions, built from your screens.

Real components

Every button, card, and list item becomes a reusable Rive component you design once and use everywhere.

One source of truth

What 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 ships

What you design is what ships

Design, 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.

Runtime docs

All runtimes

No translation

Developers and agents don’t rebuild your design in code. They load the file and bind data to it.

No handoff

Agents, designers, and developers all work in Rive.

No drift

Change the file, and every platform gets the same change.

Open-source runtimes

Web

iOS

macOS

Android

Flutter

React

React Native

Unity

Unreal

C++

Framer

Webflow

Wix Studio

MIT-licensed runtimes. No royalties, no revenue share, no runtime fees. Also runs on consoles, smart TVs, cars, and custom hardware.

Rive or HTML?

Use the right tool for the job

Use the right tool for the job

Think 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.

Rive vs HTML

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 better

Ship faster, spend less, build better

Rive 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 market

Designers, animators, developers, and agents all work in Rive, so there’s no handoff and nothing to rebuild for each platform.

Agent speed, artist control

Your 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 cost

No 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 quality

Vector, 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 users

Products built with Rive reach over 2 billion users

Teams at Spotify, Duolingo, Disney, and Riot Games ship with Rive. Here’s what they and independent builders say about it.

Alex Norström

Co-CEO, Spotify

More than 300 million users engaged, which was up 20%, and we saw more than 630 million shares across social media, which is up 42%. Even more, day 1 of Wrapped marked the highest single day of subscriber intake in Spotify history.

Kurt Hartfelder

Duolingo

Rive's State Machine is a game changer. We here at Duolingo have an ever-growing library of animated assets across our app. The State Machine helps us scale our work and bridge the animator-developer gap in ways that were previously inaccessible.

Theo

@theo

I’m super impressed. Can’t recommend Rive highly enough!

Frederik List

@kueiniu

I'm here to tell you Rive is now the most insane 2D game engine out there. … It rescales thousands of vector graphics at 120 fps on a 5 year old MacBook with hundreds of enemies and destructible assets on screen.

Spotify

@Spotify

Our creative team started w/ a basic bar-graph concept, used dummy data to prototype newer ideas and nail the motion, then built the final animation in Rive.

Marshall Gould

@MarshallJGould

made this animation in one hour with the new Rive CLI man i love Rive

Praha

lander.studio

The only tool we use for animation is @rive_app. Our agency relies entirely on Rive for its features, and we believe it's the #1 solution for this type of animation. Rive animations are lightweight and high-performance too.

Lucas Teixeira

@lucastex_ai

The Rive CLI + GPU canvas is a surprisingly powerful combo: Luau scripting, WGSL shaders, data binding and state machines, all in a single Rive file.

José Gonçalves

Design Lead, Phantom

Spotify Wrapped being made with @rive_app feels like the confirmation that the app design industry was looking for (even though @duolingo @phantom etc were already on it)

Hayden Bleasel

@haydenbleasel

Built with @rive_app WebGL2, it provides smooth, high-performance animations for various AI interaction states including idle, listening, thinking, speaking, and asleep.

Dushyant Dubey

Sr. Motion Designer, CARS24

By switching to Rive, we achieved up to 90% smaller animation file sizes (from ~150KB to ~15KB), leading to a 10% reduction in app launch times, and a 50% faster design-to-development handoff.

Jared Gay

Sr. Motion Designer, Intercom

Before Rive, I would think in terms of technical limitations. Now there's a lot more freedom to iterate and test.

Joey Korenman

@jkorenman

I think it's the greatest new tool for motion designers of the past 10 years probably … what Rive lets you do is what Flash used to let you do but in a much more powerful way.

Dan Fessler

@DanFessler

Greatest thing since scaleform for UI design in game engines… but like actually built from the ground up end to end and 1000x better

Michael Chiu

Dropbox

Rive unlocked a completely new mode of interactivity for us that just wouldn’t have been possible without it.

hansonerere

@hansonerere2

My most complex @rive_app scripting experiment so far: custom particle generating a custom 3D form … Still amazed by how powerful Rive is.

wab.eth

@wabdoteth

@rive_app is the best lightweight animation software out there; going to be the most addictive health app on the market

FitzChivalry

@boredpxnda

figured out how to use @rive_app events with SwiftUI and I dont think the world understands just how much is about to change.

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