Rive
Rive

Rive runtimes

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

Use it whenRiveHTML
Your whole team needs one source of truth: agents, designers, and developers open the same production file, as text with the Rive CLI or visually in the Rive Editor.
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 products 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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