New tank, who dis? ππ»π
Give Mr Finley a tank upgrade in this smooth drag-and-drop interaction.
Another fun interactive animation example built with Rive.
Link in comments!
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I worked on Sand Bullet (Unity 3D) a top-down shooter indie title and owned the full development cycle from early concept to final deployment. I built the core tech including enemy AI, a flexible weapon system, and in-game power-ups, then pushed it through release on Steam, where it picked up real user traction and feedback that helped shape polish and iteration.
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Welcome to UpGoat Valley! A game inspired by Doodle Jump, Subway Surfers and Angry Birds but for us on Contra *inserts goat sound* π
Coming home from work on Friday, I saw someone of a similar age playing a game on their phone and I thought to myself..
What if I built a game?
"thinks you're Goated!" is the most surprisingly pleasant notification I have EVER received on social media BUT finding out that, I could tell others they are GOATED too made me Laugh Out Loud! π
Goats love climbing but they love community too.. So what if we had a 3D world to chat, vibe and share ideas? This was when a fun game expanded into a digital Third Space that uses proximity voice chat to simulate IRL conversations. A water cooler just for us goats on contra.
If this sounds fun, Upgoat for early access.
tysm, I hope you like it! β¨
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I wanted to create a complete navigation system for a single person crewed spaceship in a game environment, allowing the character to control the entire ship and get all the information they need with just two pads
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The Trial of Fear is a short first-person horror game I made in Rive for the Halloween challenge.
I wanted to build a game that creates and builds genuine fear within the player, adding twists and turns throughout the game to make it feel exciting but horrifying.
How I built it:
I came up with the ideas and used Claude Code with the Rive CLI to build it. The scene is written in RML and the game runs on Luau scripts. All the 3D stuff (the fog, candlelight, moonlight, the portal and the creatures) is custom WGSL shaders on the GPU Canvas. Data binding and state machines handle the fear and oil meters, the captions and the title. After that I went into the Rive Editor and did some parts by hand. I changed how the lantern glow flickers, made the line under the title draw itself, and added the stars under it.
I'm going to keep working on it after the challenge, with more polish, fixes and hopefully more trials, so there are updates coming.
The narrator voice is from ElevenLabs and many of the character models were made using Blender and Fusion 360 as well as from Tripo and TRELLIS.