Rive
Rive

AI game maker and game engine

Make games with AI and artist tools

Make games with AI and artist tools

Rive is an agent-native game engine and AI game maker. Describe your game and your coding agent builds it in one Rive file with the Rive CLI. Shape the art and motion by hand in the Rive Editor, then publish natively to mobile, desktop, Steam, consoles, and the web.

Install the Rive CLI from rive.app/cli, then build a 3D arcade shooter: a 2D hero character with a jetpack rigged with bones and meshes that follows my pointer and fires automatically, waves of 3D enemies in a 3D world with toon shading, and a game-over screen with restart. Show the game UI on a responsive 3D visor HUD: draw the visor with GPU Canvas and build the HUD with Rive Layouts so it fits any screen. Use Rive's components and state machines so I can modify the UI and characters in the Rive Editor and use AnimaScript for the gameplay.
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Install the Rive CLI from rive.app/cli, then build a 3D arcade shooter: a 2D hero character with a jetpack rigged with bones and meshes that follows my pointer and fires automatically, waves of 3D enemies in a 3D world with toon shading, and a game-over screen with restart. Show the game UI on a responsive 3D visor HUD: draw the visor with GPU Canvas and build the HUD with Rive Layouts so it fits any screen. Use Rive's components and state machines so I can modify the UI and characters in the Rive Editor and use AnimaScript for the gameplay.
Send to my computer

Publish everywhere

Ship natively to every platform

Ship natively to every platform

The Rive C++ runtime is the game engine. It plays your game natively on each platform, drawn by the Rive Renderer. The runtimes are open source under the MIT license, with no royalties or runtime fees. Already on Unity, Unreal, or Defold? Build your game UI in Rive.

Mobile

Publish your game to iOS and Android as a native app. The Apple and Android runtimes are built on the C++ runtime.

Desktop and Steam

Ship native apps for Windows, macOS, and Linux, and publish to Steam and Steam Deck.

Consoles

Rive runtimes ship for PlayStation 5, Xbox Series X, and Nintendo Switch. Talk to us for access.

Web

Share a link that plays in any modern browser, drawn by the Rive Renderer with WebGL 2.

Game features

Everything your game needs in one file

Everything your game needs in one file

One Rive file holds the art, motion, logic, and audio. Your agent builds with these tools through the Rive CLI, and you refine the same file in the Rive Editor.

State Machine

Wire game states, enemy behavior, and menus visually, so the logic lives in the file.

Data Binding

Bind score, health, and inventories to a view model, and use lists for anything that repeats.

Responsive Layouts

Fit every screen, from a phone to a TV, with layouts that resize and reflow.

Scripting

Write gameplay, procedural motion, and custom drawing in AnimaScript, right inside the file.

Joysticks

Map timelines to a handle’s X and Y to rig head turns, eyes, and poses for characters.

Audio Events

Trigger sound effects from a keyframe, a state transition, or a listener.

Scrolling Lists

Scroll level selects, inventories, and leaderboards with momentum. Virtualized lists only build the rows on screen, so long lists stay fast.

Text Input

Add fields for player names and chat. Players click or tab in, type, select, and paste.

Gamepad

Play with a controller. Gamepad listeners react to buttons and sticks, and Focus moves through menus in order.

Localization

Swap every string per language through Data Binding. Layouts flip for right-to-left languages, and fallback fonts cover missing glyphs.

Rive Renderer

Vector, raster, and 3D in one scene

Vector, raster, and 3D in one scene

Put 2D characters and UI in 3D worlds with cameras, lights, and shaders. The Rive Renderer draws a huge number of vectors with analytic antialiasing, so shapes and text stay crisp at any size and resolution. Vector Feathering adds soft edges and glows without the cost of a blur. Your game’s art, motion, and logic ship as one compact .riv file.

Vector Feathering

GPU Canvas

Why Rive

Build with your agent, shape it by hand

Build with your agent, shape it by hand

Your agent builds the game through the Rive CLI. Designers and animators open the same file in the Rive Editor, as many rounds as you need.

With your agent

Describe the game and your agent builds it with the Rive CLI. The preview window rebuilds every time it saves.

Your agent writes AnimaScript, wires state machines, and binds game data, all inside the file.

Ask for a new level, enemy, or menu, and keep directing it until it plays right.

Works with Claude Code, Codex, Cursor, and other coding agents that can run command line tools.

Artist tools in the Rive Editor

Draw characters, props, and levels with the Pen, Pencil, and Brush tools. Brush strokes keep their width variation, so you can reshape them later.

Rig characters with bones, meshes, and IK constraints, then drive whole poses from one handle with Joysticks.

Animate with timelines and the Graph Editor, and swap skins and outfits with Solos.

Build menus that work with touch, mouse, keyboard, and gamepad, with Focus and Gamepad listeners.

Reuse buttons, panels, and characters across the game with Components and Libraries.

FAQ

Questions about making games in Rive

Questions about making games in Rive

Can I make a game with AI in Rive?

Yes. Install the Rive CLI and describe your game to your coding agent. It builds a Rive file and opens the CLI preview window on your screen, no account needed. Keep directing it, and open the same file in the Rive Editor to draw, animate, and rig by hand.

Is Rive a 2D game engine?

Rive is a 2D and 3D game engine. One file holds vector, raster, and 3D with cameras, lights, and shaders, plus State Machines, Data Binding, audio, and scripts in AnimaScript.

Which platforms can I publish my game to?

iOS, Android, Windows, macOS, Linux, Steam and Steam Deck, and the web, all through the Rive C++ runtime. Runtimes for PlayStation 5, Xbox Series X, and Nintendo Switch are available on request.

How is Rive different from an AI game generator?

You get a game you keep building. It lives in one Rive file that you change with your agent or by hand in the Rive Editor, and it ships as a native app on every platform.

Which AI agents work with Rive?

Any coding agent that can run command line tools, including Claude Code, Codex, and Cursor. Your agent installs the Rive CLI from rive.app/cli and builds from there.

Is Rive free to make and ship games?

You can start free. The free plan covers building in the Rive Editor and the Rive CLI, with usage limits. Free exports play a Rive splash screen, and exporting without it needs a paid plan. The runtimes are open source under the MIT license, with no royalties or revenue share.

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