What do these 2 companies have in common?
What do these 2 companies have in common?
Adobe Animate/Flash to Rive. We've been making progress on our converter. This one is an old Formula 1 file from our team.
Rive for Unreal is featured on the Fab homepage π
Spotify had a record Q4 and their CEO directly attributed it to Wrapped, which is built with Rive.
"Day one of Wrapped marked the highest single day of subscriber intake in Spotify history.β β Alex NorstrΓΆm
Strava's Year in Sport is one of the best examples of what Rive can do at scale. Interactive, data-driven, personalized for millions of athletes across 14 languages. Built in 3 months. Shoutout to Riley Yankowich for the incredible work leading creative and motion on this www.theyanktank.com/yis
We're hiring an Applied Al Engineer at Rive.
Al tools want to make everyone an artist. We'd rather make artists dangerous.
If that distinction matters to you, DM me.
The Rive Game Jam on Contra is heating up π₯ Check out some of these incredible entries.
We've also got a new performance profiler running directly in the editor, which will show you the performance of all connected runtimes/mirrors.
Rive Mirror app running on a Steam Deck.
Rive Mirror app we've been working on. Lets you view your editor file in realtime running on device. It's not just a preview, the device is running the real shippable product with the Rive Runtime.
π₯ Duolingo streak animation, made with Rive.
Fully animated, connected to live data, running natively.
When every AI tool spits out the same cookie-cutter UI, this is how you stand out.
AI tools want to make everyone an artist. We'd rather make artists dangerous.
Rive's AI agent gives you the power to build things you couldn't before. Your own tools. Custom particle systems. Cloners. Path effects. Data connections. Full games.
This one has an IK system setup in Animate, we're not yet converting to Rive bones + IK constraints, but should be doable. Right now it takes the position/rotation data of each bone so we just use that to position the bones in the animation. We should be able to convert properly
This one has a lot of complex vectors and they look like they came over really well (we havent added support for images yet so no backgroud). There are some issues with this one related to skewing and the framerate needs to be quantized in Rive (setting that needs to be enabled)
Another one with motion tweening
This one has a frame-by-frame animation in Animate which gets converted to a Rive Solo
Path conversions look good, also converts Animate symbols to Rive components/artboards, and this one converts a motion guide to a follow path constraint
Animate/Flash FLA to Rive importer
using FLA sample files that come with Animate
Rift Rider is a game built entirely in Rive by Fernanda Marques in just 6 days. One of the winners of our recent Scripting Challenge.
Box2D as a Rive script
Still working on a few things but we'll be sharing this as a free resource on the Rive Marketplace when it's ready
What happens when game engine tech meets everyday apps?
Lightweight enough for an icon pack. Powerful enough to build an entire experience.
Killer Rive work by Millie Woodcock
Do I know any gamedev UI designers in the Bay Area (or willing to relocate)?
Ryan Brotherston from brotherston.tv also worked on this!
All these folks are open for more Rive work!
Interactive data-driven character by Millie Woodcock and Moth Studio. Made with Rive
Build interactive data-driven characters with Rive
by Millie Woodcock
Rive scripting challenge on Contra is heating up! Cool submission by Sergey Vodianov
Awesome style made with Rive by Gabriele Calvi
2.5D terrain generated in Rive
Flexibility of 3D + performance of 2D + scalability of vector
Inspired by @oskarstalberg.bsky.social
Riveβs code editor is a full IDE inside a design and animation tool