Onder Kadagan's Work | ContraWork by Onder KadaganOnder 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. 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. 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. 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.