Florian B - 2D Animator | Contra
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Florian B
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Nicolas P
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Mostafa E
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GALLERY L
94120 Fontenay-sous-Bois, France
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94120 Fontenay-sous-Bois, France
2
Toggling that single Boolean triggers a full sequence: his fists clench first—as if he’s "loading" his arms like weapons—before the claws instantly pop out. Simultaneously, his eyes and mouth shift into a fierce, focused expression while his arms drop into an aggressive, combat-ready stance. On top of that, I wanted to showcase a practical UI/UX use-case (See video at 0:21): the proximity of the mouse cursor dynamically controls the timeline interpolation, making the interface feel completely alive and reactive, while devs just have to listen to a single 'clicked' event trigger from Rive.
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A single, reusable die component for a dice roguelike, rendered in real time inside Rive — no game engine. The cube is procedural rounded geometry; its marble surface was baked in Blender and cel-shaded through a custom WGSL shader. Each face's numeral and hero symbol are composited into a texture atlas and engraved into the stone as a lit height-field, so the carving reacts to light as the die spins. It's fully data-driven: the game app feeds per-face values, symbol tiers (normal / special / ultimate), and tumble orientation at runtime via data binding, and the symbol art is hot-swappable per hero. One component instances into an entire five-die tray — the renderer is written once and reused.
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An interactive 2D mascot built in Rive. Nimai reacts to the cursor in real time — the whole body follows your pointer through a joystick-driven gaze and eases back to idle when you move away. It features viseme-based lip sync, a Luau-scripted tail with physical follow-through, a triggerable keyframed backflip, organically animated ears, blinking, and swappable emotions — all orchestrated by a data-bound state machine with parallel layers.
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