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Joey Judkins
@JJMotionStudio
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Director and High Torchbearer @ WRAD Studio / Interactive Art Director + Animator / Rive Ambassador
Columbus, OH
Joined May 2010
@GoKineticHome Terraria, Binding of Isaac Rebirth, Balatro, Factorio, Spelunky, Vampire Survivors, Stardew Valley, FTL, Loop Hero, Enter the Gungeon. All under 1gb
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While you're here, how about a 1-minute walkthrough of how I made this "Rive is Magical" animation? File is now available in the Rive community! @rive_app
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RT @rive_app: Dropbox just dropped a new brand guidelines site powered by Rive and @webflow! 💪 Here's how their branding team + @madebydayb…
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RT @kidastudio: The Guitaris is back. made this with @rive_app. Design, Animate & Interactive in the same app remember me of using flash on…
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RT @rive_app: 📢 You can now use text runs as listener targets in Rive! That means you can trigger state machine interactions by clicking/ta…
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@radbar_1 @daniel_9997 @rive_app This is exactly how I feel when I open up complex rive projects from months ago… I have no idea what I was even doing
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RT @mikeharmer: We Ride at Dawn — A refreshing, fun interactive animation portfolio by @JJMotionStudio We Ride at Dawn is a niche animatio…
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And now, the biggest announcement of my career so far. WRAD Studio (We Ride at Dawn) has officially launched! For the longest time I had been a generalist, and never had any interest in starting my own studio, because it always felt like there wasn't any real reason to do it. I didn't like the idea of starting a studio just to do the same thing I was already doing (just more of it). On top of that, I would have had to compete with other beloved studios, and somehow prove to clients that my studio was the better option for some reason. At the beginning of last year, I discovered I had a knack for interactive animation. There was something about working in @rive_app that hooked me right away, and it brought out all the skills I've developed over my entire career in animation: design, illustration, animation, and storytelling. Immediately after diving in and learning it, my creative wheels were spinning, and I had an endless supply of ideas for use cases in motion design and character animation. One idea led to another idea, and eventually it became some bigger ideas, and the spark became a flame. It was time to start a studio, and this time, it would have a specialty: Interactive Animation. Will we do explainer animations? No. Commercials? Not at all. Really, anything that is designed to press play and watch through is a no-go. Our studio will partner with brands, agencies, and even other studios who may not have an interactive animation team yet, helping them create fun interactive animation for the web, games, apps, and more. And as for the name and mascot: I've been a unicorn most of my life (I'm not trying to brag. My high school mascot was the Unicorn, no joke), and I think it signifies the type of work we aim to do, and the type of people we want to work with. Rare, unique, mythical, and ready to ride. Here's our site, feel free to click around! I wanted to wait until we had a few projects under our belt before sharing. It's still pretty slim, but I'm proud of the work we've done so far and I'm excited to expand the site even more now that we're officially launching.
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