Build your world with Rive
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.
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
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
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 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
Draw, rig, and animate in the Rive Editor. Your agent pulls your changes and keeps going. Needs a free Rive account.
Rive CLI
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.
Install it yourself
Or skip this step: your agent installs the CLI when you paste the starter prompt.
macOS and Linux
macOS with Homebrew
Windows (PowerShell)
AnimaScript
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.
Figma to Rive
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.
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
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
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.
Rive or HTML?
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.
Most websites use both. Rive drops into any web page, app, or game as one component.
Why teams choose Rive
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
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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