Interactive Animations (Rive)
Why build it in Rive
It earns its place wherever a screen has to react to the person using it, in real time — a state machine means one file covers every state a component can be in, instead of a separate export per state. Boolean, Trigger, and Number inputs let a single animation listen for a tap, a toggle, or a value change, and data binding wires it straight to live values, so what plays back is driven by real data rather than a fixed sequence.
Case 1: Reward chest animation
An unlock-and-reveal chest interaction, the kind of reward moment that needs to feel satisfying on every single open, not just the first.
Case 2: Live leaderboard
Rank changes animate in place as the underlying data updates, so a jump up the board reads as movement, not a jump-cut.
Case 3: Jackpot celebration
A high-energy win state built for a quick payoff — big, punchy, and over before it overstays its welcome.
Case 4: Data binding walkthrough
How Rive's data binding connects live values straight to the animation — no manual re-triggering, the visuals just follow the data.
Case 5: Leagues progression
A tiered leagues system where promotion and demotion states are handled inside one Rive file instead of a separate asset per tier.
Case 6: Interactive wizard character
A fully rigged, state-machine-driven wizard — built to react live to pointer input rather than just play back a fixed loop.
Case 7: Motion tracking
Animation locked to a moving reference point rather than a fixed position, so the motion holds up even as the underlying scene shifts.
