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.