Onder Kadagan - Motion Designer | ContraWork by Onder Kadagan
Onder Kadagan

Onder Kadagan

Motion Design & Automation Expert | After Effects, Rive

Made a four-scene onboarding flow in @Rive You swipe between scenes, and each one triggers its own animations. Everything on screen is bound to a ViewModel: the amounts, the percentages, the bars, and the donut. The donut is a Luau script that draws the arcs from those same values. Change one number in the data, and the whole screen updates. Fake brand, real build.
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I recently came across a beautiful design experiment and wanted to see how the idea could work as a real-time interaction in Rive. I created a Roman-inspired version using Rive scripting, with physics-driven letters and reactive sound. Everything runs inside a single .riv file. The biggest challenge was keeping the physics consistent between the editor and the exported runtime. After a few iterations, it now runs smoothly at 60 FPS. Inspired by a design experiment by Marina Budarina.
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A drag-to-spin rotary picker built in Rive (scripting + data binding) A spinning wheel menu, made in Rive. Drag to rotate, release to snap. Items scale and fade based on their position. Made with Luau scripting and data binding.
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Rive 3D Car Showcase - built entirely in Rive, no game engine. An interactive car configurator running on a single Rive file. Drag to spin it, change the paint in real time, watch the contact shadow follow the real silhouette of the car. A few things under the hood: The car is a real 3D mesh rendered on Rive's GPU canvas with a depth buffer and simple lighting. Paint changes happen live in a shader, so any color swaps in instantly with no extra art. The shadow isn't a fake ellipse. It's the car's actual shape, softened with a two-pass blur, and it stretches as the car turns. Drag-to-rotate with real momentum, plus auto-rotate. All of it is powered by Luau scripting and data binding inside Rive. No game engine, no heavy 3D pipeline.
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