Chin Cheung Lui's Work | ContraWork by Chin Cheung LuiChin Cheung Lui
Rive Animator | Interactive UI | Game Animation
Building a Configurable Loot Box Animation
I developed a configurable loot box animation in Rive, designed to be easily customized for different game scenarios.
The animation can switch between different visual skins and dynamically support different numbers of prizes, without needing to create a separate animation for each variation.
The goal was to create a flexible and reusable system that makes it easier to adapt the animation for different events, rewards, and game content.
Another great experiment in building configurable and reusable game animations with Rive.
Give it a try 👇
https://rive.app/s/rUQvc2rFkkiUO-IGBrj4pA/?runtime=rive-renderer
https://rive.app/s/BWt4R9qH4EGi0hgnISCQWQ/?runtime=rive-renderer Making a Progress Bar More Exciting
I created an animated progress bar and reward system designed to make the journey towards a gift feel more exciting and engaging, rather than just showing a static progress bar.
I added different states for the gift, including Halfway, 1 Day Away, and Ready, along with particle and gleam effects to give players a sense of progress and anticipation.
I also made the system flexible and configurable. Using Rive’s Formula Converter, we can adjust the number of checkpoints per round and days per checkpoint to configure the meter for different scenarios.
The gift state and progress bar animation can also be automatically controlled by the completed day, allowing the animation to respond dynamically to the player’s progress.
A great combination of animation, interaction, and Rive logic to make progression feel more rewarding.
Give it a try 👉 https://rive.app/s/h-knEDf7fE6B_P8HT7eYkA/?runtime=rive-renderer Bringing a New Feature Popup to Life
I created some character and piggy bank animation for a new feature popups, helping to make the popups feel more lively and engaging. Building a Flexible Particle System
I developed a particle system script in Rive agent with a range of configurable attributes, including emission shape, emission rate, speed, particle size, gravity, and more.
The goal was to make the system flexible and reusable, so it can be easily adapted to different animation scenarios without having to build a new system from scratch each time.
Another great experiment in creating reusable animation script in Rive.