The interactive experience engine. Design, animate, and code in one place. Ship everywhere.

San Francisco, CA
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Introducing the Rive CLI and RML. A command-line tool and a text format for building Rive files with your AI agent. Everything in this video was built by agents working with a person in the Rive CLI.
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Rive supports semantics for accessibility. Check this video from @gordonphayes demonstrating how he uses the CLI to make a Rive file accessible
Gordon @gordonphayes shows you how to convert an existing project to RML and then uses the CLI with @claudeai to add focus states and semantics for accessibility to the file.
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Getting an animated character to be connected to music I play giving it expressions when I pause music. Still a lot to go through. Made in @rive_app
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I've been impressed by how lightweight @rive_app is and how much we can do with it as we port our game over from Godot. It's been a lot of fun to work with. That's also pushed us to improve Rive review support in @ProjectFeedApp. We're now play testing the game directly in posts, with feedback and discussion right alongside it. Being able to try a build and leave annotated feedback in the same place has made iteration so much faster it's crazy.
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Replying to @ohsalmeron
Think of it as an engine for your experience, like Unity or Unreal, but for any kind of experience, not just games. There is no licensing if you use the free plan, just has a Rive splash screen in the front
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Working on this kabuki theatre inspired fun concept powered by @Android compose agentic a2ui APIs and @rive_app cli. developer.android.com/develo…
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Also - after spending couple hours with Rive CLI - This is unmatched I liked the built-in agent, I didn’t think the CLI will be my „go to”, but it is. It feels faster, it doesn’t require api key, through codex/claude app - it has general internet access meaning i am pulling references from all over the place, and in the end we can test the work in test harness in available runtime So far - built most of the Halloween prototype from my phone, @rive_app
spooky spooky CLI wip 2 halloween booster packs with candies (if you are lucky) 🕷️🍭 @rive_app
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Wondering how to build full experiences like this with AI agents and the Rive CLI? It’s as simple as pointing your agent to the Rive website and telling it to install the Rive CLI. Then tell it to build something with it and use the CLI preview feature for you to test and for it to inspect and validate as it builds. No sign-in, no account required to get started. The CLI uses our new text-based markup language, so agents can write Rive files directly. That makes Rive the best format for agents to build interactive experiences that run natively on web, mobile, consoles (Switch, PlayStation, Xbox), desktop, smart TVs, vehicles, and any custom hardware.
Guido Rosso
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Almost 6 years ago we set out to make a platform where designers, animators, and coders skip the mockups and prototypes and build the real thing together: full games, apps, and experiences. Today the Rive Editor gets all our major v1 features. The vision is here 🚀
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If you’re new to Rive and wondering why you’d want to use Rive over something else, like HTML, check this post
Orbital Launch Archive built with the @rive_app CLI. Why use Rive for something like this over HTML/three.js? → Ship where your users are. We built Rive to run natively across apps, consoles, and custom hardware. That includes Switch, PlayStation, and Xbox, plus integrations for TVs and vehicles. You can bring your work to those platforms without embedding a browser engine. Maybe you’re building for a website today, but want to sell your app or game on Steam, the App Store, or a console marketplace later. We want you to keep those doors open. → Professional animation and interactive design tools. Build through the CLI, then open the project in the editor. You get timelines, graph editors, skeletal animation, constraints, and state machines to work directly on the motion and interactions that will run in your product. Designers can get their hands on the details. → Real UI in 3D. Layouts, dynamic text, text input, animated virtualized scrolling lists. The whole UI here is wrapped around a curved cockpit visor. You can click into a field and search, scroll through missions, and open their details. Those are reusable Rive components working inside the scene. → A clear contract between design and code. The app talks to the UI through View Models and Data Binding. It can supply mission data or respond to a selection without needing to know how every panel is built. A designer can rearrange those panels, change their appearance, and redo the animations while keeping that interface intact. Developers can change how the app fetches and processes the data without rebuilding the visuals. → Something the next person can work on. Six months later, someone else on the team can open the project, inspect the component hierarchy, scrub animations, and try different states. The team has concrete pieces to inspect, change, and keep building on as the product grows. Launch data from @planet4589’s GCAT. Earth and city-light imagery from @NASA. Thanks for making these resources available.
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Rive is known for its 2D motion capabilities, but it recently opened up full access to the GPU… including shaders. And who doesn't love shaders? Turns out Opus 5.5 is pretty impressive at writing them too. Check this out, and yes, @rive_app runs on every platform 🤩
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Opus 5.5 is pretty good with Rive. Unlike video this is interactive, responsive, localizable, and light weight. And unlike HTML, Rive runs natively across apps, consoles, and custom hardware. That includes iPhone, Android, Switch, PlayStation, Xbox, AppleTV, desktop, plus custom integrations for smart TVs and vehicles. You can bring your work to those platforms without embedding a browser engine.
Here's what the @rive_app CLI gave me. And since it's a real Rive file, I can tweak everything in the editor afterwards.
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2D or 3D used to mean picking a tool and a pipeline. In @rive_app , you animate your vector character, use vector feathering, add a scripted 3D scene with custom shaders in the same artboard, and wire both to one state machine. Using one tool and one pipeline. Same file, same runtime, giving the creator the flexibility to decide which is which.
I really need to learn these vector shading tricks. Before I went full screen it looked like a 3D render in my browser?!? 😍
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Here's what the @rive_app CLI gave me. And since it's a real Rive file, I can tweak everything in the editor afterwards.
time'a düşen diğer gönderiler gibi çok çıldırmış gözükmüyor, sanırım biraz daha detaylı anlatmak ve böyle bir iki üretim daha yapmak gerekiyor. biraz kurcalayacağım, bakalım ne kadar iyi seviyeye getireceğiz opus5.5 - xhigh - 30m 50s
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I'm shocked I managed to get this game running at 120 fps on an iPhone 16 Pro Max while screen recording even when fully zoomed out rendering every single vector. Who needs a minimap when you can just render the entire map? I did a few tricks like pausing subtle animations and simplifying vectors on the fly when they are far enough away to not be perceived. @rive_app is a sick game engine.
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I've been saying it for years now, but it's no longer a prediction Rive is the next "flash" for making games
Replying to @rive_app
Here's a look at the twin-stick game @HelloJcToon and I are building. All 100% Rive using GPU Canvas and our joystick input. Runs on web, desktop, SteamDeck, iOS/Android, and another handheld console.
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Orbital Launch Archive built with the @rive_app CLI. Why use Rive for something like this over HTML/three.js? → Ship where your users are. We built Rive to run natively across apps, consoles, and custom hardware. That includes Switch, PlayStation, and Xbox, plus integrations for TVs and vehicles. You can bring your work to those platforms without embedding a browser engine. Maybe you’re building for a website today, but want to sell your app or game on Steam, the App Store, or a console marketplace later. We want you to keep those doors open. → Professional animation and interactive design tools. Build through the CLI, then open the project in the editor. You get timelines, graph editors, skeletal animation, constraints, and state machines to work directly on the motion and interactions that will run in your product. Designers can get their hands on the details. → Real UI in 3D. Layouts, dynamic text, text input, animated virtualized scrolling lists. The whole UI here is wrapped around a curved cockpit visor. You can click into a field and search, scroll through missions, and open their details. Those are reusable Rive components working inside the scene. → A clear contract between design and code. The app talks to the UI through View Models and Data Binding. It can supply mission data or respond to a selection without needing to know how every panel is built. A designer can rearrange those panels, change their appearance, and redo the animations while keeping that interface intact. Developers can change how the app fetches and processes the data without rebuilding the visuals. → Something the next person can work on. Six months later, someone else on the team can open the project, inspect the component hierarchy, scrub animations, and try different states. The team has concrete pieces to inspect, change, and keep building on as the product grows. Launch data from @planet4589’s GCAT. Earth and city-light imagery from @NASA. Thanks for making these resources available.
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Let's get SPOOKY 🎃 The Rive Halloween Challenge is live... Haunted UI, creepy characters, eerie shaders, ghostly games. Use the new CLI, GPU Canvas, or both. $10K in prizes.
Made with AI
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