Creative Lead at @rive_app

San Francisco
Joined September 2016
JcToon retweeted
Characters come alive in Rive. You draw them, rig them, and give them a personality that reacts in real time. The Rive CLI speeds up the setup work, from building scenes to testing states, so you can get to the fun part faster. The creativity is still all yours.
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JcToon retweeted
Premium products deserve premium experiences, but most configurators and dashboards still feel like slow websites. Games solved this years ago. Everything reacts, everything moves, and it all runs smoothly on modest hardware. No runtime fees, no royalties, and open-source runtimes.
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JcToon retweeted
Big new feature coming to Rive: meshes on anything inside a component, including vectors and text. Until now, meshes only worked on images. You could always deform vectors directly, but you had to rig and weight every single point. Now you can place a simple mesh on top, bind and weight just a few vertices, and keep all the detail in your vector art. That makes it much easier to deform complex components with bones and N-Slicing.
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With procedural audio! I'll publish this version once our new runtime lands (should be this week). Audio on!
This remix by @luigirosso is blowing my mind! It's amazing what you can create with @rive_app now 🔥 contour-sphere-pfhga2.rive.t…
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JcToon retweeted
Draw it. Animate it. Ship it. All in Rive. ✏️✨ The new Brush tool brings hand-drawn lines straight into the editor: ✦ Sketch freehand on the stage ✦ Reshape strokes with Shape Bend ✦ Erase and fill on the fly ✦ Rig your drawings with bones Save this for your next illustration project. 💾
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Been wanting to do a twin stick space shmup for a long time. This is showing off some new Rive features like multithreading for sector loading after warp gate, 100% synthesized audio (music, engine, weapons, explosions), and obviously a bunch of GPU Canvas. Yes that's a synthetic piano, not sampled. And yes, it runs on consoles, mobiles, web, desktop, everywhere.
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I made this demo to test a new feature we’re developing in @rive_app : adding meshes to components. I drew a vector car with Rive’s Brush tool, added a mesh to a texture component, and bound it to the rig. An artboard property lets me swap components on the same mesh. I used Rive CLI to place the car in a 3D scene.
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Remember my car demo from yesterday? What if any agent could reskin it on the fly? My prompt: "I'm about to watch a 60s superhero show with my kids. Reskin our car's UI to get them excited for it."
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JcToon retweeted
Flash made the web feel alive: Newgrounds, Club Penguin, Line Rider, and splash intros that took forever to load and were worth it. 🕹️ Flash is gone, but the idea behind it lives on in Rive. You can even drag in your old Animate files, and Rive converts them for you.
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JcToon retweeted
At fast moving tech companies, static screens and mock ups aren't good enough anymore. When you build in Rive, you're already building something shippable to iOS, Android, Web, Unity and more. More and more Fortune 500 teams are adopting Rive, so there's never been a better time to learn 🚀
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JcToon retweeted
Today marks 3 years at @rive_app Been wild to witness how far we've come since I've joined. Grateful to work w/ some of the most talented & genuine people in the world. Thanks for letting me ride w/ you @guidorosso @luigirosso & team 🫡 WIP of a little something I'm making
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🧟 Time to think and solve the Zombie Puzzle Race! 🧠 🎮 Play here: smakh2004.github.io/RiveChal… You might have seen this logical puzzle in different games or puzzle books. I love making puzzle games, so I decided to recreate this one by hand. For this challenge by @rive_app × @contra, I didnt want to give everything to an AI agent. Instead, I decided to use the full power of Rive together with Rough 2D animation and GPU canvas shaders. I also used many of the Rive features Ive learned throughout my journey: • Triggers • Property Groups • State Machines • Data Binding • Scripting 🧟 Game Goal There are 4 zombies — 3 regular zombies and 1 zombie wearing a cap. 🎃 ⚡ Each zombie starts with 100 energy. 🍭 Your goal is to get the zombie with the cap to the lollipop, then bring him back together with his friends to the starting position. 🔋The other zombies need to help by sharing their energy with each other. 💥But theres a catch: zombies can share energy only when they are on the same line. ⚠️ Dont waste your energy — one wrong move can make you lose! 🧠 So... can you find the solution?Try the puzzle and share your solution!Good luck, and have a great brain teaser! 🧟⚡🍭 #rivehalloweenchallenge #Rive #Contra
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Been experimenting with @rive_app's new keyboard input + CLI. Ended up making this little split-flap board.
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JcToon retweeted
Shaders are everywhere right now, and for good reason. They're behind the glows, grain, ripples, and 3D depth that make interfaces feel alive. The surprise is how easy it is to make your own in Rive: describe the effect, and the Agent writes it.
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[concept work alert - installing desktop app] So this was living in my head rent-free past few weeks but i was to busy - but with have @rive_app CLI now Original illustration by @mechibaz, I swapped head for @NousResearch girl Character animation was done entirely by Agent working through CLI. (first UI animation draft was also made by CLI by i ended up redoing everything by hand, but it was handy to quickly test the vibes)
something from @mechibaz plus stop motion would be my vote instagram.com/mechibaz/?hl=e…
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JcToon retweeted
Seems that you can build a whole Unity like tool in @rive_app runtime ! Here's a real time cutscene editor I'm making. Using CC0s assets from the one and only @KenneyNL for the demo here.
Sneak peek of something I'm creating to be able to direct AI to make VFX for games from drawing 3D grease pencil in Blender or 2D animation in @rive_app Also preview on the right is in Rive runtime
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Good question! Since it's all vector, we re-render the artboard (with animation and state machine interactions) into the texture every frame at whatever resolution the current zoom sets, and only the part of the panel that's actually visible. At 4× the panel is rasterized at 4× the density, so you're looking at text rendered at that size, not a small texture scaled up. The texture is then handed off to the shader that wraps it onto the sphere.
This is cool but when you do this you lose resolution independence on the 2D UI right? If you zoom into the earth, the UI will be pixelated because it is being rendered on a texture. I hope @luigirosso ""custom shaders for anti-aliasing world space shapes"" work fixes this.
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JcToon retweeted
Rive has grid and stack layouts. Grid gives you rows and columns that fill, hug, or stay fixed. Stack layers everything in one cell, front to back. Put them together and you get an inventory screen that resizes itself. 👇
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One of the features which has been in the works since last year is fetch(). The combo of fetch+rive's 2d rendering api+gpu canvas means we can build a world class Mapbox/etc library (which will be publicly available) for adding perfectly anti-aliased 2D and 3D maps to your HMI, web, Android/iOS projects with complete styling control. And of course it works natively in our editor so you can design Artboards for POI styles, etc. Lots more supporting features coming around this too (like a new scripting language with native support for deadlock free threading). Here's a quick video showing how it interpolates seamlessly between Rive's Vector Renderer (2D) and Rive's GPU Canvas (3D), can you even see it?
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We kicked off 🎃 October with a MONSTER release: 🎞️ Flash/Adobe Animate importing 🖱️ Mouse wheel and trackpad scrolling 🖲️ Right-click and middle-click listeners 🎮 More controller support on Windows (PS, Switch, and more) 🔌 MCP improvements ⭕ Inner and outer strokes ⚡ Many perf improvements across platforms community.rive.app/c/announc…
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