interactive days of type

an interactive version of 36 Days of Type. without the numbers. whoops.

mograph + interactivity

I often feel the urge to collect new software skills like infinity stones. My most recent victim was Rive.

role

concept, motion graphics, animation, development

duration

4 weeks

tools

rive, procreate

specs

showcase interaction design and technical skills

role

concept, motion graphics, animation, development

duration

4 weeks

tools

rive, procreate

specs

showcase interaction design and technical skills

role

concept, motion graphics, animation, development

duration

4 weeks

tools

rive, procreate

specs

showcase interaction design and technical skills

role

concept, motion graphics, animation, development

duration

4 weeks

tools

rive, procreate

specs

showcase interaction design and technical skills

how do i make the letters stand out?

I wanted to aim for very unique individual lettering, unified by one common color theme. This way, each character could have its own personality, yet clearly be a part of the larger alphabet family.

i've kept up with 36 days of type for years, but haven't participated until now!

For initial ideation of my letterforms, I jotted down everything that I had swimming around in my head. From there, I pretty much jumped right into Rive creating vector and animated assets, which gave me the flexibility to play with and explore new functions and settings in Rive naturally.

my favorite part of any process: organization!

As a general setup, I developed each individual letter as its own artboard. Those were then all compiled into one central composition, which controlled their visibility within a Solo group.

Using layers and layers of nested artboards allowed me to create some interesting visual depth and overlapping animations.

Rive has very limited capabilities when it comes to treatment of vector shapes and text, so I had to get creative with gradients and blending modes.

As I progressed further in asset creation, one thing I really struggled with was finding new and unique means of interaction. I was very constrained by the simplicity of hovering/clicking, so I tried to make each one as engaging as possible.

i know my abcs! elmo would be so proud!

In general, I really enjoyed the process of this project. It felt like I had little milestones to complete along the way, which helped me stay on track much better than just one final deadline.

I liked becoming more comfortable in Rive, with the most stressful part tech-wise being the constraints when it comes to visual effects. I think if I had as much flexibility as I do in After Effects, it would have been easier and the final product would be much more impactful.

If I were to do this project again, I would rethink how the assets are unified as a group. I wish that Rive allowed users more control over specific visual styles, but I totally see those functions coming in the future. In hindsight, I definitely could have put more effort into the details and general cohesiveness of the visual guidelines.

interactive days of type

an interactive version of 36 Days of Type. without the numbers. whoops.

mograph + interactivity

I often feel the urge to collect new software skills like infinity stones. My most recent victim was Rive.

role

concept, motion graphics, animation, development

duration

4 weeks

tools

rive, procreate

specs

showcase interaction design and technical skills

how do i make the letters stand out?

I wanted to aim for very unique individual lettering, unified by one common color theme. This way, each character could have its own personality, yet clearly be a part of the larger alphabet family.

i've kept up with 36 days of type for years, but haven't participated until now!

For initial ideation of my letterforms, I jotted down everything that I had swimming around in my head. From there, I pretty much jumped right into Rive creating vector and animated assets, which gave me the flexibility to play with and explore new functions and settings in Rive naturally.

my favorite part of any process: organization!

As a general setup, I developed each individual letter as its own artboard. Those were then all compiled into one central composition, which controlled their visibility within a Solo group.

Using layers and layers of nested artboards allowed me to create some interesting visual depth and overlapping animations.

Rive has very limited capabilities when it comes to treatment of vector shapes and text, so I had to get creative with gradients and blending modes.

As I progressed further in asset creation, one thing I really struggled with was finding new and unique means of interaction. I was very constrained by the simplicity of hovering/clicking, so I tried to make each one as engaging as possible.

i know my abcs! elmo would be so proud!

In general, I really enjoyed the process of this project. It felt like I had little milestones to complete along the way, which helped me stay on track much better than just one final deadline.

I liked becoming more comfortable in Rive, with the most stressful part tech-wise being the constraints when it comes to visual effects. I think if I had as much flexibility as I do in After Effects, it would have been easier and the final product would be much more impactful.

If I were to do this project again, I would rethink how the assets are unified as a group. I wish that Rive allowed users more control over specific visual styles, but I totally see those functions coming in the future. In hindsight, I definitely could have put more effort into the details and general cohesiveness of the visual guidelines.

interactive days of type

an interactive version of 36 Days of Type. without the numbers. whoops.

mograph + interactivity

I often feel the urge to collect new software skills like infinity stones. My most recent victim was Rive.

role

concept, motion graphics, animation, development

duration

4 weeks

tools

rive, procreate

specs

showcase interaction design and technical skills

how do i make the letters stand out?

I wanted to aim for very unique individual lettering, unified by one common color theme. This way, each character could have its own personality, yet clearly be a part of the larger alphabet family.

i've kept up with 36 days of type for years, but haven't participated until now!

For initial ideation of my letterforms, I jotted down everything that I had swimming around in my head. From there, I pretty much jumped right into Rive creating vector and animated assets, which gave me the flexibility to play with and explore new functions and settings in Rive naturally.

my favorite part of any process: organization!

As a general setup, I developed each individual letter as its own artboard. Those were then all compiled into one central composition, which controlled their visibility within a Solo group.

Using layers and layers of nested artboards allowed me to create some interesting visual depth and overlapping animations.

Rive has very limited capabilities when it comes to treatment of vector shapes and text, so I had to get creative with gradients and blending modes.

As I progressed further in asset creation, one thing I really struggled with was finding new and unique means of interaction. I was very constrained by the simplicity of hovering/clicking, so I tried to make each one as engaging as possible.

i know my abcs! elmo would be so proud!

In general, I really enjoyed the process of this project. It felt like I had little milestones to complete along the way, which helped me stay on track much better than just one final deadline.

I liked becoming more comfortable in Rive, with the most stressful part tech-wise being the constraints when it comes to visual effects. I think if I had as much flexibility as I do in After Effects, it would have been easier and the final product would be much more impactful.

If I were to do this project again, I would rethink how the assets are unified as a group. I wish that Rive allowed users more control over specific visual styles, but I totally see those functions coming in the future. In hindsight, I definitely could have put more effort into the details and general cohesiveness of the visual guidelines.

interactive days of type

an interactive version of 36 Days of Type. without the numbers. whoops.

mograph + interactivity

I often feel the urge to collect new software skills like infinity stones. My most recent victim was Rive.

role

concept, motion graphics, animation, development

duration

4 weeks

tools

rive, procreate

specs

showcase interaction design and technical skills

how do i make the letters stand out?

I wanted to aim for very unique individual lettering, unified by one common color theme. This way, each character could have its own personality, yet clearly be a part of the larger alphabet family.

i've kept up with 36 days of type for years, but haven't participated until now!

For initial ideation of my letterforms, I jotted down everything that I had swimming around in my head. From there, I pretty much jumped right into Rive creating vector and animated assets, which gave me the flexibility to play with and explore new functions and settings in Rive naturally.

my favorite part of any process: organization!

As a general setup, I developed each individual letter as its own artboard. Those were then all compiled into one central composition, which controlled their visibility within a Solo group.

Using layers and layers of nested artboards allowed me to create some interesting visual depth and overlapping animations.

Rive has very limited capabilities when it comes to treatment of vector shapes and text, so I had to get creative with gradients and blending modes.

As I progressed further in asset creation, one thing I really struggled with was finding new and unique means of interaction. I was very constrained by the simplicity of hovering/clicking, so I tried to make each one as engaging as possible.

i know my abcs! elmo would be so proud!

In general, I really enjoyed the process of this project. It felt like I had little milestones to complete along the way, which helped me stay on track much better than just one final deadline.

I liked becoming more comfortable in Rive, with the most stressful part tech-wise being the constraints when it comes to visual effects. I think if I had as much flexibility as I do in After Effects, it would have been easier and the final product would be much more impactful.

If I were to do this project again, I would rethink how the assets are unified as a group. I wish that Rive allowed users more control over specific visual styles, but I totally see those functions coming in the future. In hindsight, I definitely could have put more effort into the details and general cohesiveness of the visual guidelines.