Interactive / Animation / Web Development / Sound Design
Cursor Camp, A Real-Time Multiplayer World, Built with Rive
Cursor Camp (https://neal.fun/cursor-camp/) is a live multiplayer playground where up to 1000 real cursors from around the globe share the same space simultaneously. A beach, lazy river, clubhouse, campfire, soccer pitch, cave, treehouse and more, brought to life through over 40 Rive-powered interactions and animations spanning environments, characters, objects, and interactions.
My role was building the entire Rive layer. Starting from the illustrator’s artwork, I translated everything into interactive systems, rigging and animating scenes, characters, and objects while developing the state machines and behaviours that make the world feel dynamic and alive.
The real challenge was making it data-aware. Using ViewModel data binding and Luau scripting throughout, every animation responds to live runtime input, with cursors picking up objects, triggering states, and reacting to a constantly changing world.
That includes moments like players duetting on a piano in real time, progressively eating an entire cake with each click, adding sticks to a fire to increase its intensity, or dropping ingredients into a cauldron to dynamically change the colour of the broth.
The result is a Rive system ready to be wired into Neal Agarwal’s multiplayer backend, where WebSockets keep thousands of players in sync in real time.
It hit the front page of Hacker News on day one, with people asking one question over and over:
How is this running in a browser?
That’s the impossible UI.
I was commissioned to bring a brand mascot to life for a reading app. The character, Bonny, a friendly virtual bonfire, supports and motivates users to achieve their reading goals.
Built in Rive, the animation was designed as a flexible, scalable runtime. Bonny supports multiple visual themes, emotional states, and contextual actions, enabling the app to respond dynamically to user behaviour. From calm idle loops to celebratory bursts, subtle reactions, and reward moments, each animation reinforces positive feedback and deepens the connection between reader and product.
The rig was structured to stay performant across devices while still allowing rich expression, resulting in a lightweight yet highly characterful system that enhances the overall experience.
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A series of animated values icons for an internal comms branding job I worked on earlier in the year. The final versions had colour, but I think I preferred these monochromatic versions!
Motion design generalist, 2D, 3D VFX all at a top tier level
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Motion design generalist, 2D, 3D VFX all at a top tier level
I had the chance to work with the guys over at @onparproductions (https://www.instagram.com/onparproductions/) and had a lovely time with @sjrdop (https://www.instagram.com/sjrdop/) and the team bringing part of their TVC for NHS Wales to life.
A lot of fun working in the detail, on something that may seem fairly simple, but elevated by the level of focus on the tiny elements that make it that bit more believable. Loved the challenge, and the trust to make this happen.
More of this please 🙏
Check out the full ad over at On Par 🎞️
Hit me up for anything VFX & Motion!
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A big mix of spec and client 3D work in Motion.
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Loved this mixed media piece. Bespoke graphic moments combined with beautiful original stock. Combining hand drawn elements and 2D and 3D motion with a snappy fluid edit.
Had a blast making this with the stunning team and Storm + Shelter. And look how nice that furniture is!
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Here’s a recent one that was a whole lot of fun, and also quite a challenge. While the output looks super simple in design, the difficulty came from the restrictions in brand and assets. Stripped-back design and a super limited palette made this one a real thinker to bring to life.
From creative and boarding, through to full animation using both AE and C4D, this series of three explainers needed purpose while keeping each scene visually unique from the last. Working alongside the team at KnockKnock was absolutely class.
Only circles and lines(𝘖𝘬 𝘢𝘯𝘥 𝘮𝘢𝘺𝘣𝘦 𝘢 𝘴𝘲𝘶𝘢𝘳𝘦 𝘰𝘳 𝘵𝘸𝘰)? Yeh, it was tricky… but I often find abstract representation in these explainers to be more impactful than going super literal. It lets the motion sing. Every frame has to work harder though. Timing and match cuts gotta be toight.