Is Rive a good option for my company GameBlazers?
Why we are exploring Rive
My company (gameblazers.com) is a fantasy football platform that sells packs of items to use in lineups. This season we would like to make the items dynamic, as the rarity and other properties change week to week. We were running static image generation functions to update items but it is limiting and we ran into many issues. Rive seems like a great option because we can live swap team, color, position and other dynamic variable without relying on generating thousands of static images. Additionally, we would like to animate the items when performing certain actions such as boosting, contract extending or opening packs.
Requirements
Dynamic items, that contain name, team, position and can be updated via the runtime
Item list can be up to several hundred items, we are concerned we will run into performance issues if we use Rive vs a static image
Pack opening
Rive seems like a nice option to have an animated pack opening experience
Rive would need to
Load a variable number Rive assets into a scene (our items), since we would like have static images
Play different animations based on the Items rarity
I haven't dove too deep into Rive but I was able to get a simple working example of having a Rive asset with the ability to swap properties at runtime. My major concerns are performance if we load hundreds of Rive assets in a list, and being able to create a pack opening experience. Many of the examples I have seen in the community files are quite basic and don't have many variable inputs. If anyone has any thoughts on if this is a good option please let us know. Also if you are up to the task of working on this we are hiring :)
Hey there!
I'm not on the dev side, but I can try to answer a few of these questions. In general, yes, you can create dynamic assets like a card template that can be animated based on rarity, swap images, and text.
As far as performance is concerned, between the Rive Renderer (which accelerates vector graphics), and normal development tricks (like only rendering and loading things as needed), you shouldn't see a performance impact.
My advice would be to set up a simple POC, test it, and see what you think.
Hey Robert,
I did create a basic POC but in react. It seems like react native doesn't support the asset loader api to import out of band assets. Is there some workaround available for this?