Rive
Rive

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 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

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

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

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

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

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

On your phone? Email yourself the starter prompt and try it on your computer.

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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