This tactical combat racer is a fast, turn-based racing prototype built entirely in Rive, blendin...This tactical combat racer is a fast, turn-based racing prototype built entirely in Rive, blendin...
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This tactical combat racer is a fast, turn-based racing prototype built entirely in Rive, blending grid-based tactics with high-impact combat animation. This project is an early slice of a fully commercial game currently in development for Steam.
At its core, the game runs on a 2D matrix used as the single source of truth, driving movement, combat, and visual state through state machines. Every interaction like hovering, pathing, attacking, is derived directly from this grid logic.
Matrix system overview:
0: Free space
1–3: Active racers
9: Valid movement tiles
The architecture relies on modular controllers and clean separation between logic and visuals, keeping the artboard lightweight while allowing complex behavior, smooth interpolation, and reactive animations.
Playable demo coming soon. 🏎️🏁
Follow me on X for updates.
New case on the profile: 3 Pokemon cards rebuilt as interactive Rive Animation
The brief we gave ourselves was simple. Catch that feeling of tilting a holo card, just on a screen.
So the eyes follow your cursor, every card has three moves, and the background switches between idle and action. There’s a pack to open and a randomizer that deals you a card.
New case, made in collaboration: three interactive Pokémon cards in Rive.
Rive turned out to be a completely different way of thinking than anything I’d drawn before. You don’t animate a scene and hand over a video. You build the behaviour, and then the viewer decides what happens next. Which means every pose has to work before anyone even touches it.
Idle pose, action pose, eyes that follow your cursor without looking creepy. Three action buttons per card, each firing its own move.
The whole process is in the case, from the first card designs to every card in motion 👇
Check it out
#pokemon #rive #illustration #characterdesign #fanart