Engineering and Verifying an Interactive CursedOS Rive ProjectEngineering and Verifying an Interactive CursedOS Rive Project
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A creepy interface is easy to imagine.
Making it actually work is the harder part. πŸ‘€
Today I focused less on the visual concept of CursedOS and more on the engineering underneath it.
The Rive project is now successfully built and verified locally with:
β†’ Rive CLI 1.3.0 β†’ RML-based UI structure β†’ CursedDashboard artboard β†’ Interactive state machine β†’ Custom animation states β†’ WGSL shader for the CRT / glitch effect β†’ GPU Canvas rendering β†’ Custom typography and UI components β†’ VS Code + PowerShell development workflow
The verification completed with 0 errors and 0 warnings.
That was an important milestone because CursedOS is no longer just a Halloween UI concept β€” the core interactive Rive project is actually compiling, validating, and producing a working .riv asset.
Next step: getting the project through the Rive publishing/authentication workflow and bringing the experience to its final playable form.
Building this has been a really interesting mix of frontend engineering, motion design, shaders, interaction, and visual storytelling.
Still building. πŸŽƒ
@Rive
#RiveHalloweenChallenge #Rive #CreativeCoding #FrontendDevelopment #InteractiveDesign #MotionDesign #WGSL #GPUCanvas #UIUX
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