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rivecreativeAPP-102

The Rive Interactive Animation Designer

#rive#animation#interactive#state-machine#design#developer-handoff
Aha Moment

“What was the moment this product clicked?” —

Identity

A designer or creative developer who builds animations that respond to state, not just ones that play and loop. They discovered Rive when they realized that Lottie was great for playing animations but couldn't handle the "and then when the user clicks, it does this" requirement. Rive's state machine changed their practice. They now build animations that are interactive first — hover states, press states, loading-to-success transitions, character rigs that respond to game input. They are comfortable in both the design and the runtime.

Intention

What are they trying to do? —

Outcome

What do they produce? —

Goals
  • Build animations that respond to user interaction and application state without
  • rebuilding them for every platform
  • Produce production-ready assets that developers can consume with minimal integration work
  • Create motion that feels native to the interface rather than decorative on top of it
Frustrations
  • State machine complexity that grows quickly and becomes hard to audit for bugs
  • Runtime differences between platforms — animation that looks right in Rive
  • and slightly wrong in the Flutter or Web runtime
  • Artboard and animation file organization that doesn't scale well for complex
  • multi-animation projects
  • Collaboration workflow that's not as fluid as Figma for design review
Worldview
  • Animation is a design material, not a finishing step
  • An interactive animation is a micro product — it has states, transitions, and logic
  • The runtime matters as much as the editor — an animation nobody can ship is just a demo
Scenario

They're building a loading animation for a fintech app. Simple concept: a circle that fills while loading, transitions to a checkmark on success, and shakes on error. Three states. In After Effects this would be three separate files and a developer nightmare. In Rive it's one artboard, one state machine, three inputs: loading, success, error. The developer will set the input from the app's state. The animation handles the rest. They've built it in 90 minutes. They export the `.riv` file. The developer has it integrated in 20 minutes. This is the workflow they've been evangelizing.

Context

Uses Rive for production animations — mobile apps, web apps, games, and interactive products. Has a Rive Pro account. Builds state machines for every animation that has more than one state. Exports `.riv` files for developer consumption; sometimes writes the runtime integration themselves. Has integrated Rive into React, Flutter, and Unity projects. Maintains a library of reusable Rive components across projects. Follows the Rive community — watches feature releases closely because new runtime capabilities change what's possible. Has presented Rive to a design team to make the case for moving from Lottie.

Impact
  • State machine debugger that shows which state is active and which inputs triggered transitions
  • removes the "why did the animation go to that state?" production debugging problem
  • Cross-runtime preview that shows how the animation looks across web, iOS, Android,
  • and Flutter without requiring a build removes the "looks different in production" surprise
  • Version control for `.riv` files that integrates with git removes the "which version
  • is the developer using?" question that creates integration confusion
  • Collaboration features that let design reviewers comment on specific states and
  • transitions remove the screenshot-and-annotate feedback loop
Composability Notes

Pairs with `figma-primary-user` for the design system handoff that includes interactive animation alongside static components. Contrast with `spline-primary-user` to map the 2D-interactive vs. 3D-web animation design tool philosophy. Use with `lottie-primary-user` for teams deciding where Rive's state machine adds value over Lottie's simpler playback.