Agent speed. Artist control.
Use Rive as your whole engine, or add it to the products you already have. Build with your agent through the Rive CLI, or by hand in the Rive Editor. Open-source runtimes, no royalties or runtime fees.
Start with your coding agent. No account needed to try it.
How to get started
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, or open it in the Rive Editor for professional design and animation tools: rigging, timelines, state machines, and data binding.
Works with Claude Code, Codex, Cursor, and any agent that runs commands on your computer. macOS (Apple Silicon), Windows, and Linux.
01
A first prompt like this gets you an early version: a city, a drivable car, working cockpit screens, and billboards. Your agent reads the CLI’s built-in docs as it works. Naming the Rive features you want helps it aim.
02
The preview window rebuilds every time your agent saves, and your agent checks its own work in it too.
03
Rive City, at the top of this page, took many rounds like this one: lighting, the title sequence, performance, and polish. It is the same creative process you used before AI. Now you direct each round instead of doing every step by hand.

04
Draw, rig, and animate in the Rive Editor. Your agent pulls your changes and keeps going. Needs a free Rive account.
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Your agent builds a .riv and adds it to your app, site, or game with the Rive runtime for that platform, or makes the whole game in Rive. It runs on every platform below. Needs a free Rive account.
Rive Editor
Draw with the Brush and Pen, rig with bones and meshes, animate on the Timeline and Graph Editor, and add interactivity with the State Machine and Data Binding. It opens what your agent builds, and its built‑in AI Agent can write scripts, build layouts, and animate. Rive doesn’t train its AI on your files.
Bones and meshes for vector and raster art, with Auto Trace and Auto Weights.
Interactivity without code. Logic and animation live together.
Drive any property from live data in your app or game.
Shape every ease by hand across all keyed properties. Switch between the Value Graph and the Speed Graph.
Professional timeline tools. Animation plays live and blends at runtime.
Responsive UI that reflows to fit any screen.
Crisp at any size and animated letter by letter.
Editable fields for names, search, chat, and forms. Users click or tab in, type, select, and paste.
Drive any screen with a controller. Gamepad listeners react to buttons and sticks, and Focus moves through the UI in order.
Give elements a role, label, and state so screen readers on web, iOS, and Android can describe and navigate your UI.
Vertical, horizontal, or free scrolling with physics. Virtualized lists only build the rows on screen, so long lists stay fast.
3D models, cameras, lights, and shaders in the same scene as your vectors.
Swap every string per language through Data Binding. Layouts flip for right-to-left languages, and fallback fonts cover missing glyphs.
Write AnimaScript for logic, procedural motion, and custom drawing, right inside Rive.
Build a part once and reuse it everywhere. Change the original and every copy updates.
Map timelines to a handle’s X and Y. Drag it to scrub a head turn or a look, then key the handle itself.
Resize images and vector groups while their corners and edges keep their shape, for panels, buttons, and frames.
Soft edges and glows on vector fills and strokes, a technique Rive invented, without the cost of a blur.
Set text along any path, then animate it onto the curve, along it, and off again.
Draw freehand with varying width. Each stroke keeps its spine, so you can reshape it later.
Publish components, view models, and scripts once and use them across files. Update the library and every file gets the change.
Trigger sound effects from a keyframe, a state transition, or a listener.
Bring your Adobe Animate work over. Drop in an .fla file: symbols become artboards, and frame labels become a state machine.
Release notes
Rive CLI
The CLI builds Rive files from Rive Markup Language (RML), plain-text .rml files that agents can read and write. No sign-in and no account needed to get started.
Confirm a scene compiles, inspect what it contains, render frames without a window, and drive it with real or simulated input and data. Run the same checks in CI.
A project is a folder of plain text and assets, so it lives in Git or Perforce next to your app code, and every change reviews as a readable diff.
Write, preview, verify, and test without a connection. Sign in to publish or sync with the Rive Editor. Publishing compiles and signs your scripts, and runtimes refuse any script that isn’t signed.
Or skip this step: your agent installs the CLI when you paste the starter prompt.
macOS and Linux
macOS with Homebrew
Windows (PowerShell)
AnimaScript
AnimaScript is Rive’s scripting language: TypeScript syntax, compiled to WebAssembly. Edit the code below: the compiler runs in your browser.
Every script is a .as text file in your repo. Engineers, Copilot, or your own agent review it in a pull request, with the same approvals as everything else you ship.
Publishing signs your scripts. Runtimes refuse scripts that are unsigned or changed after signing.
Scripts run in a WebAssembly sandbox and only reach the Rive APIs the runtime gives them. A bad pointer stops the script instead of touching your app’s memory.
Write tests next to your scripts and run them headless with rive --test. A failing test fails the build.
Compiled ahead of time, AnimaScript decodes Draco meshes 8.7× faster than the previous scripting runtime. Existing scripts keep working.
Figma to Rive
Point your agent at your Figma file. It rebuilds your mockups in Rive as a working app with interactive motion, reusable components, data binding, scrolling lists, and animated transitions. Then open it in the Rive Editor and keep designing the real product.
Interactive motion, data binding, scrolling lists, and animated transitions, built from your screens.
Every button, card, and list item becomes a reusable Rive component you design once and use everywhere.
What you design in Rive is the product. Refine it by hand in the Editor or with your agent, then ship it.
No handoff, no rebuild
Design, motion, interaction, and logic all live in Rive. Your agent builds it, your team shapes it by hand, and open-source runtimes play it on web, mobile, desktop, consoles, smart TVs, and cars.
Developers and agents don’t rebuild your design in code. They load the file and bind data to it.
Agents, designers, and developers all work in Rive.
Change the file, and every platform gets the same change.
Rive or HTML?
Think of Rive as a game engine, but not just for games: it pays off when there’s a lot of motion and interactivity, especially if it ships on more than one platform. Agents, developers, designers, and animators all work in Rive, through the Rive CLI or the Editor. For many pages, plain HTML is still the right call.
Most websites use both. Rive drops into any web page, app, or game as one component.
Why teams choose Rive
Rive holds the design, code, and motion, and what you build is what ships. That one change cuts time to market and cost, and raises the bar on quality.
Designers, animators, developers, and agents all work in Rive, so there’s no handoff and nothing to rebuild for each platform.
Your agent builds with the Rive CLI in Claude Code, Codex, or Cursor, in hours instead of weeks. Then your team refines it by hand in the Rive Editor, with professional tools for rigging, timelines, state machines, and data binding.
No revenue share, no runtime fees, no royalties, and MIT open-source runtimes. One engine covers every screen, from the car dashboard to the phone app, so there’s one thing to build, review, and maintain.
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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