"Please don't send this to engineering" — challenge accepted.
I built NEXUS: a 5-section impossible depth interface that lives entirely in CSS and vanilla JS. No WebGL. No game engine. Just the browser being pushed somewhere it was never meant to go.
DOMOVOI is a complete horror game inside a single Rive file.
Halloween night. You're a technician locked in the server room of an empty smart home. The system has detected an "unknown resident" and opens the locks only when you photograph it.
How to play (2-4 min, sound on):
Catch the resident with IR SNAPSHOT: the camera must point at the exact room and zone it is in.
Listen: each room has its own sound. Hover and click things in the picture; the technician's remarks are the only hints.
CAM 3 is offline. Fixing it is the first puzzle and leads to a device that shows where the resident is.
Every miss adds 20% SIGNAL INTERFERENCE. At 100% the console dies.
Stuck? CAM 2 RIGHT: router, then the wall socket, POWER, router again. CAM 3 LEFT: click the vacuum, open MAP, send it to a zone, snapshot the red mark.
Built with the Rive CLI and an AI agent (RML + Luau, 192 unit tests), a GPU Canvas WGSL shader for the camera feed, data binding and state machines. Sound from the Rive editor's library, voice recorded by me.
Yo! Here’s another Rive animation! This time I recreated a Duolingo Math loading animation featuring Duo, playful 3D cubes, and a few small motion details that make the whole loading screen feel more dynamic and fun
For my version, I also took the cubes a step further and built them as actual 3D objects in Rive, instead of using the pseudo-3D approach from the original animation
Have a Rive project in mind?
Feel free to reach out:
takumisouzo@gmail.com
Don't play the way you played last time.
ECHO started as my entry for the Rive Halloween Challenge.
But with every iteration, I'm testing pieces of what this could eventually become:
ECHO: Containment Protocol.
A psychological horror experience where the environment is the puzzle, the interface is the antagonist, and the game gradually learns how much it needs to hide from you.
For those returning to Blackridge:
Don't play the way you played last time.
For those entering for the first time: