Today I focused less on the visual concept of CursedOS and more on the engineering underneath it.
The Rive project is now successfully built and verified locally with:
β Rive CLI 1.3.0
β RML-based UI structure
β CursedDashboard artboard
β Interactive state machine
β Custom animation states
β WGSL shader for the CRT / glitch effect
β GPU Canvas rendering
β Custom typography and UI components
β VS Code + PowerShell development workflow
The verification completed with 0 errors and 0 warnings.
That was an important milestone because CursedOS is no longer just a Halloween UI concept β the core interactive Rive project is actually compiling, validating, and producing a working .riv asset.
Next step: getting the project through the Rive publishing/authentication workflow and bringing the experience to its final playable form.
Building this has been a really interesting mix of frontend engineering, motion design, shaders, interaction, and visual storytelling.
A creepy interface is easy to imagine.
Making it actually work is the harder part. π
Today I focused less on the visual concept of CursedOS and more on the ...