Rivvale Game Deliverables Handoff
Deliverables handoff · 2026

What to deliver so engineering only has to code

Every asset, screen, state and file the design and animation team hands off to Rivvale. When each block is complete, development is pure integration with no guesswork left.

Non-negotiable requirement. Every asset, screen, UI element, animation and flow ships in both Portrait and Landscape. Both orientations production-ready and consistent with each other.
Foundation

Handoff standards

Cross-cutting rules for every deliverable below. They exist so assets drop straight into the runtime.

Both orientations

  • Portrait and Landscape for every asset and screen
  • Production-ready and visually matched

All states defined

  • No implicit behavior
  • Every interactive element ships with each state designed

Export formats

  • PNG + WebP for static art
  • Spine (JSON + atlas + PNG) or sprite sheets for animation
  • Video for timing reference

Naming + folders

  • Lowercase, no spaces, consistent
  • One predictable structure per category

Transparent + anchored

  • Transparent backgrounds
  • Defined pivots and anchor points
  • Exported at @1x and @2x

Figma as source

  • Final Figma file is the single source of truth
  • Layout, spacing and measurements live there
A
Block A

Game Direction

Deliver a short, written direction so mechanics, copy and audio build against one shared intent.

Theme

  • Core theme defined (cyberpunk, dark, satirical, premium, cartoon)
  • Optional narrative context

Tone

  • Satirical, serious, dark, premium or playful
  • Consistent across UI, animation, audio and copy

Game Feel

  • Fast, explosive, smooth, heavy or reactive
  • Spin speed, feedback intensity and win pacing

Differentiation

  • What is unique in mechanics and identity
  • UX behavior and feature design

Platform Restrictions

  • No currency symbols in Stake / Social mode
  • Restricted terms replaced
  • UI compliant in visuals and text
B
Block B

Core Mechanics

Deliver the full logic so engineering implements math and behavior directly.

Definition & Objective

  • Mechanic name and description
  • Why it exists and the player benefit

Rules

  • Full logic
  • Edge cases documented

Triggers

  • Entry condition
  • Activation condition
  • Exit condition

Dependencies

  • Required symbols and states
  • UI dependencies
C
Block C

Visual System

Deliver the visual rules and tokens so every asset stays coherent and colors map to code.

Art Style

  • Flat, painterly, 3D-like, cartoon or realistic

Render Rules

  • Outline (yes/no), shadow (hard/soft)
  • Texture level, glow / bloom usage

Color System

  • 3 to 6 primary colors plus accents, as hex
  • Functional: win, loss, highlight, alert

References

  • Visual benchmarks
  • Moodboard required
D
Block D

Board & Layout

Deliver exact measurements so board and panels anchor in code without eyeballing.

Board Structure & Position

  • Grid format (e.g. 6x5)
  • Vertical / horizontal alignment
  • Proportional base size of symbols
px valuesanchors

Screen Occupation

  • % of screen used
  • Overall alignment

Safe Areas

  • Mobile safe zones
  • UI overlap protection

Margins & Spacing

  • Outer margins
  • Internal spacing

Side Panels

  • Free spins counter
  • Multiplier / feature panels
E
Block E

Core Assets

Deliver artwork and animation files, cut and named so the runtime loads them as is.

Symbols (base)

  • Full list: Low, High, Wild, Scatter, Feature
PNGWebP

Symbol Animations

  • Idle, Win, Highlight, optional Anticipation
  • Timing and loop definition
  • Upgrade behavior where applicable
Spine JSONatlas

Mascot (if any)

  • Visual or reactive role and placement
  • States: Idle, Win, Bonus, Lose
  • Must not overpower the board
Spinestates

Backgrounds (base + bonus)

  • Concept, depth layers, board integration
  • Bonus escalates over base game
  • Lighting and mood differentiation
layeredPNG/WebP

Logo

  • Main, horizontal and vertical versions
  • In-game application rules

Bitmap Fonts

  • Character set: numbers and UI text
  • Styles for UI and for wins
.fntatlas
F
Block F

UI / HUD System

Deliver each control with all of its states, so wiring interactions is a direct mapping.

HUD Layout

  • Balance, Bet / Play value and bet control (+/-)
  • Spin, Autoplay and Buy Bonus
  • Speed control

Spin Button

  • Idle, Hover, Pressed
  • Spinning, Disabled, Autoplay Active
all states

Autoplay Modal

  • Number of spins
  • Stop: on win, on loss, on bonus

Settings Modal

  • Sound toggle, music and SFX volume
  • Turbo mode, access to game info

Speed Control

  • Normal, Fast and Turbo

Buy Bonus Interface

  • Card-based or selectable options
  • Price clearly displayed
  • Selection feedback

Game Info Modal

  • Rules, RTP and paytable
  • Mechanics explanation
G
Block G

Screens & Flows

Deliver each screen in both orientations, static and animated where noted.

Loading Screen

  • Background, logo, progress bar
  • Portrait and Landscape
  • Static and animated

Initial Screen

  • Tips / tutorial, volatility indicator
  • CTA: click / tap to continue
  • Optional mascot

Transition Screen

  • Visual transition design
  • Gameplay integration
  • Reference video required

In-Game Screen

  • Final composition: board, HUD, background
  • Panels and mascot integrated

Additional In-Game Assets

  • Feature overlays
  • Panels: free spins, multiplier / totem, history

Buy Bonus Screen

  • Symbols / cards, selection states
  • Feedback animations and bet value

Win Screens

  • Types: Big, Mega and Epic
  • Intro and loop animations

Congratulations & Game Info

  • Post-feature summary, result highlight
  • Rules layout with scroll behavior
H
Block H

VFX System

Deliver effects as reusable layers so they trigger on game events in code.

Highlight Effects

  • Symbol highlight
  • Win emphasis

Tumble Effects

  • Movement clarity
  • Transition smoothness

Explosion Effects

  • Symbol destruction visuals
  • Layer integration
I
Block I

Audio System

Deliver audio files with an event map so each sound binds to an action.

Categories

  • UI, Gameplay, Wins and Bonus

Audio Direction

  • Matches theme and tone

Event Mapping

  • Every action has a matching sound
event map
J
Block J

State-Based Design

The rule that removes guesswork from development. Nothing enters handoff with an undefined state.

Mandatory

Every element defines all of its states

No element relies on assumed behavior. Applies to buttons, symbols, HUD elements, panels, modals and interactive components.

Idle
Hover
Pressed / Active
Disabled
Highlighted
Triggered
Looping
Exit / Outro
  • Each state: visual definition, animation behavior, transition logic
  • Spin example: Idle, Hover, Pressed, Spinning, Disabled, Autoplay Active
  • Symbol example: Idle, Highlight, Win, Destruction / Exit
K
Block K

Export & Delivery

Deliver the final package in the formats the runtime consumes directly.

Figma File

  • Final file for reference

Asset Folders

  • PNG and WebP

Animation

  • Spine files, sprites or reference videos
When these blocks are delivered in full, engineering integrates instead of interprets. contact@rivvale.com

Handoff checklist

Track every deliverable to the definition of ready. Development starts when this reaches 100%. Progress is saved on this device.

0%0 / 0 done
Ready to code.
Every deliverable is checked off. The handoff meets the definition of ready.