DRIVE & SURVIVE! 🚀🚗💨
My driving game just levelled up!
Rockets are now in play. Collect ammo as you navigate the twists and turns of the track, then unleash chaos on your opponents in this fast-paced top-down racer built entirely in @Rive
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It's INSANE what @Rive (https://contra.com/company/rive) scripting unlocks 😱🚗
I produced this mini driving game proof-of-concept for the Rive x @Contra HQ (https://contra.com/contra) Scripting challenge in just a few days.
Browser-based, buttery smooth, only ~500 KB!
This latest version features:
• AI cars racing that stick to the track
• Keyboard and/or mouse controls
• Smart camera follow + shake on crash
• Checkpoints & timed laps
What began as a quick experiment to test Rive's scripting capabilities is now dangerously close to a full game engine 🤯
New tank, who dis? 👉🏻🐟
Give Mr Finley a tank upgrade in this smooth drag-and-drop interaction.
Another fun interactive animation example built with Rive.
Link in comments!
Here’s my submission to the Rive Scripting Challenge!
DRIVE 🚗💨
A physics-based, top-down driving game prototype built with Rive scripting.
The vehicle is fully simulated in-engine, featuring responsive steering, acceleration, drift, inertia, collisions, angular momentum, exhaust emissions, tyre tracks, and a toggleable reverse gear.
The car accelerates towards your cursor, creating a surprisingly expressive and tactile driving feel.
The project supports multiple vehicle instances and is designed with multiplayer in mind.
All within a single Rive file weighing ~500kb!
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Ahhh! I've been so busy, I was worried I wouldn't make the @Rive (https://contra.com/company/rive) x @Contra challenge deadline, but several cups of coffee later, I present my first entry:
'Marble Toy' - A problem solving marble run game concept!
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A series of animated values icons for an internal comms branding job I worked on earlier in the year. The final versions had colour, but I think I preferred these monochromatic versions!
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Current mood:
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Me: "So, this image of a games console on the contact page, is there any reason why that shouldn't be a playable game?"
Client: ???
Me: 🫴🏻
Client: "OMG! ❤️"
Built with Rive (https://rive.app/)
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I was commissioned to bring a brand mascot to life for a reading app. The character, Bonny, a friendly virtual bonfire, supports and motivates users to achieve their reading goals.
Built in Rive, the animation was designed as a flexible, scalable runtime. Bonny supports multiple visual themes, emotional states, and contextual actions, enabling the app to respond dynamically to user behaviour. From calm idle loops to celebratory bursts, subtle reactions, and reward moments, each animation reinforces positive feedback and deepens the connection between reader and product.
The rig was structured to stay performant across devices while still allowing rich expression, resulting in a lightweight yet highly characterful system that enhances the overall experience.
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I’ve only just begun my Contra journey, but I fully intend to level up like it’s a video game! 🎮 🚀
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Clients love an unmissable call-to-action.
This faux-3D button, built with scalable vectors, is runtime-customisable and is somehow only 9 kb once compiled!
Lightweight, scalable and impossible to not click! 👇🏻
Created with Rive (https://rive.app/)
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Between Jan '22 and Aug '23, I teamed up with my friend Mike to create and animate 248 unique, hand-drawn and digitally painted isometric dioramas for a collection of digital artworks centered around a fictional place called Lyke Island.
What started as a creative side-experiment quickly grew into a full-scale world-building project – an intricate series of miniature environments that blend storytelling, pop culture, humour, and gamified collecting mechanics.
The project resonated far beyond what we expected, cultivating a passionate community of thousands of collectors!
A reminder that the tiniest spark can ignite entire worlds!
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Who knew a sandwich could have so much depth? 🥪
Here’s a fun exploding ingredients concept I created in Rive (https://rive.app) for a local sandwich shop.
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This week I delivered an interactive, faux-3D iPhone mockup of a finance app crafted in @Rive.
The animation allows visitors to explore a functional preview of the app’s home screen directly on the client’s website, with all the on-screen elements fully customisable at runtime.
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I'm currently implementing this little dashboard to a website I'm building to showcase all the amazing stuff you can do with Rive (https://rive.app).
It’s built entirely in Rive and uses data-binding to pull in real-time API data, bringing motion and information together seamlessly.
Let me know what you're working on today!
Website design & development is usually a forward-thinking craft, but this one had me rewinding three decades!
For SEGA and Supercell, I took a trip down memory lane, channelling my inner 90s child to create the online companion to a one-off retro-style magazine made by the original Mean Machines team, to promote Supercell’s Squad Busters smartphone game and its Sonic the hedgehog crossover.
The brief was simple: Capture the spirit of 90s gaming mags — loud, cluttered layouts, bold typography, clashing colours — with one guiding word: nostalgia.
The result? A digital homage that feels like flicking through a 1993 issue, reimagined for today's screens.
Complete with a few 90s Easter eggs:
☎️ Dial-up modem sound
💾 Random “Blue Screen of Death”
✨ Cursor trail
🎵 Winamp-style music player
📝 Classic guestbook
🔢 Page-view counter