Under the hood it's all Rive: listeners, inputs, state machines, and data binding. Each board has a unique number assigned to it, so switching between them fires specific inputs that update the UI and conditions panel. The character runs on a mesh rig with bones controlling the head, weapon, and breathing. No code outside of Rive for the interactive logic, everything lives inside the state machine. It's an early concept, but the foundation is there to push it further into something fully playable.