
From screenshot to playable HUD, without rebuilding everything by hand.
Paste any HUD or UI reference. SliceForge turns it into structured layers, adds states, and lets you play interactions before exporting to Rive, game engines, or the web.
Export your UI to Rive, Unreal Engine, Unity, Godot, and the web — without rebuilding it in each tool.
Built by a game UI/UX designer with 20 years in the industry, focused on UI that actually ships, scales, and stays readable, not just pretty screens that fall apart later.
No rebuild. Just animate.

Compose workspace: visual library

Paste → systemize → convert → play.
→ Ships to your stack: Rive, Unreal Engine, Unity, Godot, Web (React / HTML / CSS)
The same loop art directors describe, backed by a project-scoped composer, typed layers, Image → Screen extraction, and exports your engineers can actually open. Direction comes from two decades of professional game UI/UX, so we keep pushing toward interfaces that are easier to understand and more inclusive by default.
Bring the reference: screenshots, concepts, or mood frames. Drop them into the library or straight onto the canvas.
Regions, roles, crops, and kit semantics stay coherent while you refine, and undoable document history keeps you safe.
Image → Screen explodes flat UI into layered placements with extraction metadata, ready for nine-slice and vector passes.
Multi-screen Compose: Present for review, Play to click through interactions, then export PNG, SVG, ZIP, and layout JSON.



Paste once. Systemize structure. Convert to layers. Play it before you ship.
The loop teams already run, now with a project-scoped composer, extraction metadata, nine-slice tooling, and exports that match how games and tools are built.
Paste
Drop a HUD shot, menu capture, mock, or mood frame: paste, import, or pull from your SliceForge library.

Systemize
Regions, roles, and kit semantics surface as typed layers. Refine crops, lock style, and keep the document undo-safe.

Convert
Image → Screen turns flat UI into layered placements with extraction metadata, ready for nine-slice, tiles, and vector passes.

Play
Present for stakeholder review, then Play to click through interactions. Prove the HUD before you bundle exports for engineering.

From SliceForge to Rive
Export a Rive-ready UI system with states, layout, and motion intent already defined.
SliceForge generates the structure. Rive brings it to life.
SliceForge builds structured UI with states and layout already in place. Import it into Rive, add motion, and ship interactive experiences without starting from scratch.
States, layout, and structure come pre-built — you only focus on animation in Rive.
Build UI faster for Rive
Without SliceForge
With SliceForge
From hours of setup to minutes of animation.
Everything between inspiration and engine handoff
Not just generation: Image → Screen, native layers, nine-slice, repeat grids, style governance, Present/Play, and export bundles your pipeline can ingest. Grounded in long-form game UI/UX practice: clearer hierarchy, better legibility, and accessibility-minded patterns you can defend in review.
Smart Decompose
Separate HUD regions, component roles, and reusable crops from a single reference, before you open a vector tool.
Image → Screen
Turn flat UI captures into layered placements on the canvas, with extraction metadata you can refine and batch-vectorize.
Nine-Slice + Slice Tiles
Editable insets, slice-tile guides, and scalable panels that survive real resolutions in engines and on the web.
Style Lock
Keep materials, spacing, and naming disciplined across pages, screens, and variants so the kit reads as one system.
Screen Composer
Infinite canvas, multi-page documents, multi-screen artboards. Then Present for review and Play to validate flows.
Export Pipeline (Rive, Engines, Web)
PNG, SVG, layout JSON, slice ZIPs, and UI kit bundles with sidecar metadata for the handoff your build pipeline expects.
Using Rive?
Rive is where your UI comes alive.
SliceForge is how you build the UI before animation.
Built for game teams, tool builders, and UI artists
Whether you are matching a publisher mock, rebuilding a live HUD, or packaging a reusable kit, Paste → Systemize → Convert → Play keeps the story honest.
Game HUD Systems
Bars, ability chrome, medals, frames, minimap readouts: generate, decompose, then prove layouts in Compose.
Screen Extraction
Paste a flat capture, run Image → Screen, and land in editable layers with crops you can refine or vectorize.
Marketing & Pitch
Stack screens on the infinite canvas, tune Present mode, and export hero frames that still match the kit.
Engine Handoff
Ship PNG, SVG, slice ZIPs, layout JSON, and UI kit bundles with naming and sidecar metadata your tools expect.
Metered AI. Prepaid credits.
Billable features spend credits on the server before providers run. Buy packs when you need throughput, or talk to us for Studio programs with negotiated caps and invoicing.
Starter
Sign up free. New profiles receive 20 starter credits to sample the loop; after that, prepaid packs fund every model-backed action. There is no unlimited AI tier. Includes basic export (PNG, SVG, JSON).
Credits
Prepaid packs add credits to your account. The same product surface (kits, generate, decompose, Image → Screen, Compose, Studio AI routes, exports) scales with the balance you hold. Larger packs improve price per credit. Unlock full export: Rive-ready packages, engine-ready UI kits, and web outputs.
Studio
Dedicated onboarding, negotiated throughput, invoicing, bespoke export contracts, and hands-on support when your team needs guardrails beyond self-serve packs.

Ship the HUD loop, not another asset dump.
Paste the reference, systemize the structure, convert to real layers, play the interactions, then hand engineering kits, tiles, and metadata they can wire up. Built with the judgment of a senior game UI/UX designer (20 years) who still sweats the details that make UI usable for players and teams.
Stop rebuilding UI for every platform.
Especially inside Rive.