The idea
KinetiFrame is my mobile-first 2D animation application, currently in development. It explores two ways of creating motion: drawing frames individually and animating a rigged character.
It is a different domain from my business software, but it draws on the same interest in building tools people can use to create something.
What I’m building
The native Android application uses Kotlin, Jetpack Compose and custom Canvas work. The project includes frame-based drawing, timeline interaction, frame caching and the manipulation and maths around 2D actors and rigging.
I’m developing the application independently, working across the product interaction and the implementation behind it.
The engineering challenge
A creative tool has a demanding interaction loop. A gesture needs to translate into a predictable edit, and the document, timeline and visual state need to stay consistent as the user moves between them.
Combining raster frames with character rigging adds another layer: the modes have different editing models, but should still feel like parts of the same product.
Where it stands
This is work in progress. Current development focuses on performance, workflow completeness and the boundaries between animation modes.
Why include it here?
It shows another side of my mobile engineering: custom interaction, graphics, state modelling and independent product development. It complements the banking work without pretending to carry the same delivery status.