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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
0
Input components used
100%
Logic inside Rive
Web + mobile
Runtime ready

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.

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