Build your world with Rive

Build games, apps, and interactive UI

Build games, apps, and interactive UI

Build games, apps, and interactive UI

Use Rive as your whole engine, or add it to the products you already have. Your agent builds with the Rive CLI, and your designers and animators shape it by hand in the Rive Editor. Open-source runtimes, no royalties or runtime fees.

Start with your coding agent. No account needed to try it.

Install the Rive CLI from rive.app/cli.
Let's build a 3D city.
Install the Rive CLI from rive.app/cli.
Let's build a 3D city.

Then open it in the

to make it yours.

Runs natively on all major platforms
PS5
Xbox
Switch
01 / 06  Now playing
Rive City
One Rive file, built with the Rive CLI. 3D and vector graphics in one scene.
Runs on
Web, iOS, Android, desktop, consoles

How it works

Direct your agent. Then shape it by hand.

Start with one prompt in your coding agent. It installs the Rive CLI, builds a first version, and opens the CLI preview window on your screen. Then keep directing it. No account needed to build and preview.

Works with Claude Code, Codex, Cursor, and any agent that runs commands on your computer. macOS (Apple Silicon), Windows, and Linux.

01 Start with a prompt

Install the Rive CLI from rive.app/cli and use it to build a drivable night city. Put me in the driver’s seat of a hovercar whose dashboard screens and windshield HUD are live Rive artboards with state machines, animations and data binding. Fill the skyline with animated, clickable billboards that are also Rive artboards. Render it in 3D with GPU Canvas.
Copy
Install the Rive CLI from rive.app/cli and use it to build a drivable night city. Put me in the driver’s seat of a hovercar whose dashboard screens and windshield HUD are live Rive artboards with state machines, animations and data binding. Fill the skyline with animated, clickable billboards that are also Rive artboards. Render it in 3D with GPU Canvas.
Send to my computer

A first prompt like this gets you an early version: a city, a drivable car, working cockpit screens, and billboards. Your agent reads the CLI’s built-in docs as it works. Naming the Rive features you want helps it aim.

02 Watch it build

Coding agent~/city
Install the Rive CLI from rive.app/cli and use it to build a drivable night city. Put me in the driver’s seat of a hovercar…
Installing the Rive CLI and setting up a project.
›Rancurl -fsSL releases.rive.app/cli/install.sh | bash
›Ranrive create city
›Ranrive citypreview window open
›Editedscene.rml+214 -3
A first version is in the preview window: city, car, cockpit screens, and billboards. Tell me what to change.
Ask for changes
Rive CLI previewcity
Watching for changes

The preview window rebuilds every time your agent saves, and your agent checks its own work in it too.

03 Give notes

Rive City at night after a creative direction pass
Looks great, now let’s make it cinematic. Add a title screen where the city builds itself before the Rive logo appears, with lighting closer to golden hour. Make the HUD smaller and glassier, keep billboards on building faces, and let me stop in front of one and play with it.
Copy
Looks great, now let’s make it cinematic. Add a title screen where the city builds itself before the Rive logo appears, with lighting closer to golden hour. Make the HUD smaller and glassier, keep billboards on building faces, and let me stop in front of one and play with it.
Send to my computer

Rive City, at the top of this page, took many rounds like this one: lighting, the title sequence, performance, and polish. Give notes like you would to a designer.

04 Shape it by hand

State Machine
Timeline
Push this to my Rive account so I can open it in the Editor.
Copy
Push this to my Rive account so I can open it in the Editor.
Send to my computer

Draw, rig, and animate in the Rive Editor. Your agent pulls your changes and keeps going. Needs a free Rive account.

Rive CLI

Rive, written in plain text

Rive, written in plain text

The CLI builds Rive files from Rive Markup Language, a plain-text format that agents can read and write. No sign-in and no account needed to get started.

Check what you built

Confirm a scene compiles, inspect what it contains, render frames without a window, and drive it with real or simulated input and data. Run the same checks in CI.

Text you can diff

A project is a folder of plain text and assets, so it lives in Git or Perforce next to your app code, and every change reviews as a readable diff.

Work offline

Write, preview, verify, and test without a connection. Sign in to publish or sync with the Rive Editor. Publishing compiles and signs your scripts, and runtimes refuse any script that isn’t signed.

scene.rml~/card
1 <Artboard width="480" height="300" name="Card">
2 <LayoutComponent name="Root">
3 <LayoutComponentStyle flexDirectionValue="row"
4 flexWrapValue="wrap" gapHorizontal="24" …/>
5 <LayoutComponent width="132" height="132" name="Avatar">
6 <Node x="66" y="70" name="Face">…</Node>
7 <Shape x="66" y="66" name="Knob" id="0:25">
8 <DistanceConstraint distance="48" …/>
9 </Shape>
10 </LayoutComponent>
11 <LayoutComponent name="Info">
12 <LayoutComponentStyle flexDirectionValue="column"
13 minWidth="200" layoutWidthScaleType="fill" …/>
14 </LayoutComponent>
15 </LayoutComponent>
16+ <Joystick posX="90" posY="90" width="96" height="96"
17+ xId="0:30" yId="0:31" handleSourceId="0:25" name="Look"/>
18 <LinearAnimation duration="60" name="Look X" id="0:30">…
19 <LinearAnimation duration="60" name="Look Y" id="0:31">…
20 </Artboard>
Rive CLI previewcard
Rebuilt build/card.riv
$ rive card --verify
verified (0 errors, 0 warnings)

Install it yourself

Or skip this step: your agent installs the CLI when you paste the starter prompt.

macOS and Linux

curl -fsSL https://releases.rive.app/cli/install.sh | bash

macOS with Homebrew

brew install --cask rive-app/tap/rive-cli

Windows (PowerShell)

irm https://releases.rive.app/cli/install.ps1 | iex

AnimaScript

Scripts your engineers can sign off on

Scripts your engineers can sign off on

AnimaScript is Rive’s scripting language: TypeScript syntax, compiled to WebAssembly. Edit the code below: the compiler runs in your browser.

Reviewed like your code

Every script is a .as text file in your repo. Engineers, Copilot, or your own agent review it in a pull request, with the same approvals as everything else you ship.

Signed

Publishing signs your scripts. Runtimes refuse scripts that are unsigned or changed after signing.

Sandboxed

Scripts run in a WebAssembly sandbox and only reach the Rive APIs the runtime gives them. A bad pointer stops the script instead of touching your app’s memory.

Tested in CI

Write tests next to your scripts and run them headless with rive --test. A failing test fails the build.

Near native speed

Compiled ahead of time, AnimaScript decodes Draco meshes 8.7× faster than native Luau. Existing Luau scripts keep working.

← type here
loading the rasc compiler…
rasc · the AnimaScript compiler, running in your browserWebAssembly

Figma to Rive

Turn your Figma file into a working app

Turn your Figma file into a working app

Point your agent at your Figma file. It rebuilds your mockups in Rive as a working app with interactive motion, reusable components, data binding, scrolling lists, and animated transitions. Then open it in the Rive Editor and keep designing the real product.

Install the Rive CLI from rive.app/cli. Turn my Figma file into a working app in Rive, with reusable components, data binding, scrolling lists, and animated transitions.
Copy
Install the Rive CLI from rive.app/cli. Turn my Figma file into a working app in Rive, with reusable components, data binding, scrolling lists, and animated transitions.
Send to my computer

A working app

Interactive motion, data binding, scrolling lists, and animated transitions, built from your screens.

Real components

Every button, card, and list item becomes a reusable Rive component you design once and use everywhere.

One source of truth

Your Rive file is the product and the design file. Designers refine it in the Editor. Developers and agents ship that same file.

Rive Editor

Design interactive motion by hand

Design interactive motion by hand

Open the same file in the Rive Editor and shape it by hand with pro design and motion tools, state machines, and data binding. Or ask the built-in AI Agent to write scripts, build layouts, and animate.

Rigging

Bones and meshes for vector and raster art, with Auto Trace and Auto Weights.

State Machine

Interactivity without code. Logic and animation live in the same file.

Data Binding

Drive any property from live data in your app or game.

Layouts

Responsive UI that reflows to fit any screen.

Text

Crisp at any size and animated letter by letter.

GPU Canvas

3D models, cameras, lights, and shaders in the same scene as your vectors.

Scripting

Write Luau for logic, procedural motion, and custom drawing, right inside the file.

Components

Build a part once and reuse it everywhere. Change the original and every copy updates.

Scrolling

Vertical, horizontal, or free scrolling with physics, for lists, carousels, and long pages.

Joysticks

Map timelines to a handle’s X and Y. Drag it to scrub a head turn or a look, then key the handle itself.

N-Slicing

Resize images and vector groups while their corners and edges keep their shape, for panels, buttons, and frames.

Vector Feathering

Soft edges and glows on vector fills and strokes, a technique Rive invented, without the cost of a blur.

Graph Editor

Shape every ease by hand. Drag the curve’s handles to set how motion speeds up, slows down, and overshoots.

Text Follow Path

Set text along any path, then animate it onto the curve, along it, and off again.

Brush Tools

Draw freehand with varying width. Each stroke keeps its spine, so you can reshape it later.

Libraries

Publish components, view models, and scripts once and use them across files. Update the library and every file gets the change.

Flash Import

Bring your Adobe Animate work over. Drop in an .fla file: symbols become artboards, and frame labels become a state machine.

One file

What you design is what ships

What you design is what ships

Design, motion, interaction, and logic live in one Rive file. Your agent writes it, your designers shape it, and open-source runtimes play that same file on web, mobile, desktop, consoles, smart TVs, and cars.

No translation

Developers and agents don’t rebuild your design in code. They load the file and bind data to it.

No handoff

Agents, designers, and developers all work on the same file.

No drift

Change the file, and every platform gets the same change.

Open-source runtimes

MIT-licensed runtimes. No royalties, no revenue share, no runtime fees. Also runs on consoles, smart TVs, cars, and custom hardware.

Rive or HTML?

Use the right tool for the job

Use the right tool for the job

Coding agents reach for HTML by default, and for many pages that’s the right call. Use Rive when it has to run fast on every platform from one file, and your team needs to shape the motion by hand.

Use it whenRiveHTML
It has to run smoothly everywhere you ship: one file plays natively on web, iOS, Android, desktop, game engines, consoles, TVs, and cars, drawn by the same runtime.
You don't want a rewrite per platform: your agent edits one file, not separate web, Swift, and Kotlin code that drift apart.
A lot moves at once: characters, layered vector animation, and interactive scenes that get heavy as DOM or SVG animation.
It's a game that should reach more than the browser: consoles, native mobile apps, and desktop, from the same file.
Designers and animators will refine it by hand, with professional motion tools built for the format: a graph editor, timelines, bones and constraints, animation joysticks, and state machines.
It's mostly text, documents, or forms on the web.
It needs to be found through search, like articles and docs.
It's a simple web-only effect your agent can write in a few lines of CSS.

Most websites use both. Rive drops into any web page, app, or game as one component.

Why teams choose Rive

Ship faster, spend less, build better

Ship faster, spend less, build better

One Rive file holds the design, code, and motion, and that’s the file that ships. That one change cuts time to market and cost, and raises the bar on quality.

Faster time to market

Designers, animators, developers, and agents all work on the same file, so there’s no handoff and nothing to rebuild for each platform.

Agent speed, artist control

Your agent builds with the Rive CLI in Claude Code, Codex, or Cursor, in hours instead of weeks. Then designers and animators refine it by hand in the Rive Editor, with professional tools for rigging, timelines, state machines, and data binding.

Lower cost

No revenue share, no runtime fees, no royalties, and MIT open-source runtimes. One file covers every screen, from the car dashboard to the phone app, so there’s one thing to build, review, and maintain.

Higher quality

Vector, raster, and 3D in one scene, drawn by the Rive Renderer. It’s light enough for an underpowered car GPU, so you can build experiences where you wouldn’t run HTML or a full game engine.

In production

Products built with Rive reach over 2 billion users

Products built with Rive reach over 2 billion users

Teams at Spotify, Duolingo, Disney, and Riot Games ship with Rive. Here’s what they and independent builders say about it.

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