Data Binding Interactive Game UI in Rive
A playable "Spell the Word" game built entirely in Rive with data bindings - no input components - to show how far state-driven motion can go.
- Client
- Concept / R&D
- Role
- Interactive Designer & Rive Developer
- Year
- 2025
- Tools
- Rive
The challenge
Most interactive prototypes lean on input components or external code to handle game logic. The goal here was to prove that a complete gameplay loop could live inside Rive itself, driven purely by data bindings and a state machine.
How it was built
Each letter is linked to the state machine, so revealing a letter triggers its own animation and updates the shared game state through data bindings rather than scripted inputs.
The logic is automated: the system tracks progress and responds to it visually, keeping the entire interaction self-contained and engine-portable.
Why it matters
It demonstrates production-ready Rive technique that drops straight into web and mobile products - the same data-binding approach powers dashboards, onboarding flows and micro-interactions, not just games.