Yo! Back with another Rive experiment 👀 I recreated two Duolingo Math character animations featu...Yo! Back with another Rive experiment 👀 I recreated two Duolingo Math character animations featu...
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Yo! Back with another Rive experiment 👀 I recreated two Duolingo Math character animations featuring Junior and Duo from the learning path. Small motion details like these can make a product feel more alive, engaging, and enjoyable to use
If you need Rive animation for your product, I’d be happy to hear from you and learn more about your idea. Feel free to reach out!
🕯️ THE MIDNIGHT APOTHECARY
The dead can't speak. Read them.
One night a year, the dead visit Mother Ashgrove's apothecary. They can't speak, so you read the signs they carry, brew the right potion and send them home before midnight. Each soul you help comes back to life for a moment, leaves you a last line and lights a candle.
Some places feel like memories even if you've never been there. For me, an old apothecary at midnight is one of them: candlelight on glass jars, rain against the window, something strange simmering on the fire. This game is that feeling, and a quiet place where the dead can finally be heard.
Rive CLI + Rive Markup: the whole scene written from the command line by my coding agent and refined live in the preview
GPU Canvas: 10 WGSL shaders, including the ghost static and resolve, a real fire, the swirling brew, candlelight, fog, rain, the crystal ball and the room effects
Scripting: 48 Luau scripts run the nights, visitors, stirring and bottles
Data Binding: 1,160 bindings, with data-bound lists for the Ledger and the Gathering
State Machines, events, audio, nested artboards, constraints, bones, blend states and feathering
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🖋️ HUMAN TOUCH
This is my first project in Rive. I designed and directed it over 21 build steps, playing every version and art-directing every prop and character: the haunted shop with its real fire, a candelabra that lights one blood-dripping candle for every soul you send home, a sober velvet witch whose face stays hidden, and 24 visitors who each have their own story and their own bottle.
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🎮 HOW TO PLAY
Find the two signs each visitor carries
Drag the matching ingredients into the cauldron
Grab the ladle and stir three circles
Watch the clock: hints and wrong brews cost time
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🌙 WHAT'S INSIDE
3 nights and 24 visitors, each with their own story, bottle and last line
Visitors who change the room: a flood, frost, a room drained to sepia, a Horseman who can't drink
A grimoire, a ledger of the dead, a raven that follows your cursor, a cat in the basket
Something that knocks instead of drifting… and one last visitor you won't expect
- The video shows the game in action and a glimpse of my agent workflow and code.
Pick a car. Hit the handbrake. Turn the horde into combo points. 🚗💨
Play free: www.animattor.co/zombie-drift (live leaderboard, beat me!)
Desktop (keyboard or gamepad), mobile (gyroscope).
🏆 Top 3 on October 18 get 1 year of Rive Cadet from me. Post a screenshot in comment of your score on X, LinkedIn or here and tag me and Rive.
🚙 Real drift physics. Every car handles differently and is fun in its own way
🔓 Monster truck unlocks once you pass 500,000 points
💨 Drifting to stack combos
🛞 Ramps with slowmo its something, fix your car in repair garage
I started building it right before the weekend. By Sunday I was already beating my own high scores.
Built in Rive with the Rive CLI and Claude. Zombies are animated vectors, the cars are custom vector designs, and the HUD runs on data binding [+ GPU Canvas / Luau]. The whole game is just 2.37 MB.
Drop your score below 👇
Got feedback or something's not working? Let me know.