Freelancers in IndiaFreelancers in India
Product Designer · Scaling ideas · Mobile · Web · Motion
    $50k+
    Earned
    17x
    Hired
    5.0
    Rating
    1.3K
    Followers
Product Designer · Scaling ideas · Mobile · Web · Motion
Gaming(1)
Framer Designer & AI Dev | Production ready products in days
    $100k+
    Earned
    23x
    Hired
    5.0
    Rating
    800
    Followers
Framer Designer & AI Dev | Production ready products in days
Gaming(2)
Immersive Brand experiences
    $100k+
    Earned
    22x
    Hired
    5.0
    Rating
    482
    Followers
Immersive Brand experiences
Gaming(1)
B2B SaaS Explainer & Product Demo Video Producer
    $100k+
    Earned
    22x
    Hired
    5.0
    Rating
    107
    Followers
B2B SaaS Explainer & Product Demo Video Producer
Gaming(1)
FlutterFlow Expert | Flutter Developer
    6x
    Hired
    5.0
    Rating
    31
    Followers
FlutterFlow Expert | Flutter Developer
Gaming(1)
Motion Artist
    $1k+
    Earned
    2x
    Hired
    5.0
    Rating
    53
    Followers
Motion Artist
Cover image for DEAD STILL is a Victorian
DEAD STILL is a Victorian spirit-photography game in three sittings. Ghosts can’t be seen. Only photographed. You are J. Ashworth, “Photographer of the Departed”. Frame your clients, turn the brass focus ring, and hold a long exposure while the plate drinks the light. Then rock the plate in a red-lit darkroom and watch who was really standing beside them: - The widow: her husband, in his empty armchair. The first sitting teaches you, step by step. - The twins: a dead girl who will not keep still. Frost on the glass betrays her, and only a magnesium flash can freeze her. - Mr. Hale: an investigator who asks for a portrait “with whoever is here”. Then the print looks back at you. Rive features used: 1) Rive CLI: the whole project is RML, Luau and WGSL, checked with --verify, inspect, --screenshot and --test (20 unit tests that guard the rules), and shipped with --publish=web. 2) GPU Canvas: the shaders are the mechanics: - 2D Rive artboards lit inside a 3D studio, with shadows and depth of field - long exposure as real accumulation into a float plate: anything that moves smears - a development shader you agitate by hand, with the dead coming up last - frost on the ground glass where a spirit stands, and candle flames that bend toward the cold - a magnesium flash, then smoke - for the twist, a "living print": the plate re-exposed every frame, so a face in the photograph can open its eyes 3) Scripting (Luau): the sittings, the scoring and the story; it scrubs Ashworth's Wake timeline to open his eyes. 4) Data Binding: one view model drives the whole HUD. 5) State machines on every artboard; the HUD's hints run on one. 6) Skinned image meshes with bones for every character, each with an idle timeline. 7) Layout, vector feathering, trim paths, dash paths and Rive audio (gapless loops for the clock, the candles and the darkroom). The video shows the game itself (every gameplay frame rendered by the game), the CLI run that shipped it, its RML, Luau and WGSL, the GPU Canvas passes, the file opened in the Rive Editor, and the same signed .riv running in a local build of my own portfolio site.
5
14
1K
Gaming(1)