This project brings together UI design, motion, and interaction. I worked on color grading and layout to improve visual clarity, and added microinteractions in Rive to make the experience feel more engaging and responsive.
Some of the main challenges were optimizing a PNG sequence for a 3D interactive glasses element, and designing an intro that captures attention in the first few seconds without relying on heavy effects. I also explored Rive scripting to build a small particular interactive system that responds to user behavior and enhance the overall look of the interface.
Overall, the project reflects an approach where visual design, motion, and interaction are treated as a single system rather than separate layers.
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I built an interactive hero landing section entirely in Rive. The project centers on a rigged character that responds in real time to the user’s cursor, turning the hero into an interactive surface rather than a passive animation. Alongside the character, I animated the headings and CTA to create a cohesive motion system that reinforces hierarchy and interaction. This project explores how Rive can be used for hero-level UX, where motion reacts to user input and remains lightweight, scalable, and production-ready.
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For this @Rive x @Contra HQ Challenge, I wanted to explore an idea that was technically demanding from a data-binding perspective, but still centered around a small story. My goal was for the technical side to become a vehicle—something that supports and amplifies the experience, rather than overshadowing it.
I started with something simple: a candle crossing a dark forest, trying not to be consumed by the shadow.
The entire piece—animation, interaction, and logic—was built inside Rive, and the narrative emerges from how each variable reacts in real time.
I hope you enjoy this little experiment as much as I enjoyed creating it.
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I found a really interesting insight about exercise: sometimes the hardest part is not the workout, it is figuring out what to do. Choosing exercises every week can create mental overload and make fitness feel more like a task than something enjoyable. But a healthy routine needs both effort and joy. That is why we created these tarot-inspired cards, to make choosing your next exercise feel more fun, simple, and meaningful.
I made this video to share the card designs I created for an app concept developed during a Design Thinking course. The next step is to build the interactive version of the cards in Rive. I hope you enjoy them.
This is my #RiveChallenge (https://www.linkedin.com/search/results/all/?keywords=%23rivechallenge&origin=HASH_TAG_FROM_FEED) presentation on Contra (https://www.linkedin.com/company/contrahq/), built from a character system I created for VDV Labs (https://www.linkedin.com/company/vdvlabs/), Robert Vandervoort (https://www.linkedin.com/in/rvandervoort/).
All these little characters are part of an interactive system designed to create a band inside an app. The idea was simple: what if one rig structure could support many different performers?
Instead of building every character and animation from scratch, I designed one reusable Rive (https://www.linkedin.com/company/rive-app/) system that can adapt to different animals, outfits, instruments, and performance loops.
One component turns into a kawaii band: the characters change, the instruments change, and the performance evolves, but everything is still driven by the same reusable Rive structure.
This was the biggest challenge of the project: building a system strong enough to handle multiple characters and outfits while keeping the animation readable and reliable. The amount of layers, states, controls, and visual variations made the work both technical and creative.
I handled the full process: vector cleanup, character adaptation, animation, outfit design, state machine logic, and data binding.
At the end, the project is more than one character animation. It is one flexible character system working across multiple performers in the same scene.
Built in Rive (https://www.linkedin.com/company/rive-app/).