Rive runtimes
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. Rive has features HTML doesn’t have natively, and runs them fast on every platform. Here is when to use each.
Most products 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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