Swapnil Rastogi
swapnilrastogi.bsky.social
Swapnil Rastogi
@swapnilrastogi.bsky.social
Marketing designer by profession, gamer by passion
First style is for hero sections only. The button background jumps out from the opposite direction of the cursor hover.

Second style has randomised animation for each hover. It picks one scribble animation from a set of four.

Third style is simple. This will be used for most buttons.
December 23, 2024 at 2:54 PM
With these particular animations, I wanted to explore the idea of the button revealing discounts. Trying to add just a little bit of delight to such an important button.
December 9, 2024 at 11:46 AM
Plan B: Accept the reality and remove games from the backlog.
November 29, 2024 at 7:51 PM
Anyways, hope you enjoy this odd and kind-of-creepy… thing.
November 25, 2024 at 3:32 PM
The solution was to use animation layers. It’s a feature in Rive that allows setting up multiple channels of animations and interactions which run simultaneously. And then Rive blends all the animations, based on all the interactions. It’s honestly wild watching all this happen behind the scenes.
November 25, 2024 at 3:32 PM
The challenge was to combine the proximity based eye opening with the blinking animations. The opening of eyelids is based on how far the cursor is from the eye. And the blinking happens at random intervals (and sometimes more than once). How do I combine both?
November 25, 2024 at 3:32 PM
Couldn’t really find a proper tool for this, so I built my own “proximity sensor”. And while I was testing this out with my project, I also ended up doing something that is only possible with Rive.
November 25, 2024 at 3:32 PM
Most of the reviews talked about how good it is as a Star Wars experience. But for someone like me who’s not a Star Wars fan, it wasn’t worth it at launch. I do want to try it once, the changes to the Ubisoft open world formula seemed quite interesting.
November 21, 2024 at 3:08 PM
So I set up the animations such that the user can hover away (or click) at any time during the hover animation and yet it smoothly ends the hover animation (or transitions to the click animation).

I get to make fun animations and users can choose to do things faster. Win-win.
November 18, 2024 at 10:04 AM
The assignment was to animate some basic icons. I of course decided that these basic icons could use some not-so-basic animations.

I wanted to keep the hover animations a bit longer so that I can add some more drama. But of course, almost everyone won’t have time to watch the whole animation.
November 18, 2024 at 10:04 AM
Killer Frequency’s vibe and aesthetic was so good. Plus the fact that the entire story was told through just voice acting and barely any character animations. Kudos to the VA staff.
November 16, 2024 at 12:51 PM
I think a lot of recent survival/crafting games have had granular difficulty adjustments. Something that I now want from other games too. Specifically in my case, I would like to make parry windows easier. I don’t want to get good at parrying, I just want to do it!
October 10, 2024 at 7:06 AM