Animated Mascot by Michał StencelAnimated Mascot by Michał Stencel
Animated MascotMichał Stencel
Cover image for Animated Mascot
I design and animate custom mascots and characters in Rive - built for real product interactions, not just looping decorations. This means full character rigging, mesh deformation, and state machine logic so your mascot reacts to user behavior: idle states, hover responses, loading animations, error reactions, success moments, and more.
What's included
Production-ready .riv file
Fully rigged character with bone structure and/or mesh animation, exported as .riv for web or app use - Includes State Machine with defined inputs for interactive triggers
Integration notes
Short developer handoff doc covering State Machine inputs, Rive runtime setup, and recommended trigger logic
Revisions & feedback rounds
Up to 2 revision rounds included (timing, expressions, easing, state transitions) - Additional revisions available at an extra cost
FAQs
Two pricing paths: if you supply existing character artwork or Figma components, I'll rig and animate from there - $500-$3,000 depending on complexity and number of states. If you need the character designed from scratch (concept, visual design, rig, animation), pricing starts at $2,500, with complex mascots featuring multiple interaction layers ranging up to $5,000+.
Not necessarily. If you already have a brand mascot or character in Figma or as vector files, I can work directly from that. If you don't have a design yet, I can handle the full concept and visual design as part of the project - this is priced higher and takes more time.
Rigging is the process of adding a bone structure (or mesh deformation) to a flat character so it can move naturally - limbs bend, faces express, body parts follow each other. In Rive this is done with bones, constraints, and mesh vertices. The result is a character that animates fluidly without frame-by-frame drawing.
A Rive State Machine lets your character respond to real triggers from your product - a button hover, a loading event, an error state, a user completing a step. Instead of a single looping animation, your mascot becomes interactive and context-aware. I build the State Machine as part of every mascot project.
Yes, lip sync is possible in Rive using a bone or mesh-based mouth rig driven by audio amplitude or manual keyframing. For basic lip sync (open/close mouth synced to audio), it can be included in the standard scope if the character design supports it. For full phoneme-based lip sync (distinct mouth shapes per sound), this is scoped as an add-on - typically +$500-$2,000 depending on the number of visemes and audio length.
Standard scope covers 4-6 states (e.g. idle, hover, loading, success, error, wave). Additional states can be scoped separately.
You'll receive a production-ready .riv file, an .mp4 preview reel covering all animation states, and a short developer handoff doc with State Machine inputs and integration guidance.
Example work
Contact for pricing
Duration1 week
Tags
Rive
2D Animator
Animated Mascot
Character Animation
Character Rigging
Lip Sync
Motion Designer
Service provided by
Michał Stencel proPoland
$1k+
Earned
2
Paid projects
5.00
Rating
31
Followers
Animated MascotMichał Stencel
Contact for pricing
Duration1 week
Tags
Rive
2D Animator
Animated Mascot
Character Animation
Character Rigging
Lip Sync
Motion Designer
Cover image for Animated Mascot
I design and animate custom mascots and characters in Rive - built for real product interactions, not just looping decorations. This means full character rigging, mesh deformation, and state machine logic so your mascot reacts to user behavior: idle states, hover responses, loading animations, error reactions, success moments, and more.
What's included
Production-ready .riv file
Fully rigged character with bone structure and/or mesh animation, exported as .riv for web or app use - Includes State Machine with defined inputs for interactive triggers
Integration notes
Short developer handoff doc covering State Machine inputs, Rive runtime setup, and recommended trigger logic
Revisions & feedback rounds
Up to 2 revision rounds included (timing, expressions, easing, state transitions) - Additional revisions available at an extra cost
FAQs
Two pricing paths: if you supply existing character artwork or Figma components, I'll rig and animate from there - $500-$3,000 depending on complexity and number of states. If you need the character designed from scratch (concept, visual design, rig, animation), pricing starts at $2,500, with complex mascots featuring multiple interaction layers ranging up to $5,000+.
Not necessarily. If you already have a brand mascot or character in Figma or as vector files, I can work directly from that. If you don't have a design yet, I can handle the full concept and visual design as part of the project - this is priced higher and takes more time.
Rigging is the process of adding a bone structure (or mesh deformation) to a flat character so it can move naturally - limbs bend, faces express, body parts follow each other. In Rive this is done with bones, constraints, and mesh vertices. The result is a character that animates fluidly without frame-by-frame drawing.
A Rive State Machine lets your character respond to real triggers from your product - a button hover, a loading event, an error state, a user completing a step. Instead of a single looping animation, your mascot becomes interactive and context-aware. I build the State Machine as part of every mascot project.
Yes, lip sync is possible in Rive using a bone or mesh-based mouth rig driven by audio amplitude or manual keyframing. For basic lip sync (open/close mouth synced to audio), it can be included in the standard scope if the character design supports it. For full phoneme-based lip sync (distinct mouth shapes per sound), this is scoped as an add-on - typically +$500-$2,000 depending on the number of visemes and audio length.
Standard scope covers 4-6 states (e.g. idle, hover, loading, success, error, wave). Additional states can be scoped separately.
You'll receive a production-ready .riv file, an .mp4 preview reel covering all animation states, and a short developer handoff doc with State Machine inputs and integration guidance.
Example work
Contact for pricing