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 AnimaScript for logic, procedural motion, and custom drawing, right inside the file.
Components and libraries
Build a part once and reuse it everywhere. Publish a library to share components across files.
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.
How to get started
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, no account needed. Keep directing it, then open the same file in the Rive Editor for professional design and animation tools: rigging, timelines, state machines, and data binding.
Works with Claude Code, Codex, Cursor, Hermes, OpenClaw, and other agents that run 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. Name the Rive features you want. Most models learned before the CLI existed, so specifics help.
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.
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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