Muestra de Spine

Spine se utiliza en todo el mundo, desde editores multimillonarios hasta pequeños estudios de juegos y desarrolladores indie. A continuación, podrás descubrir algunas de las maneras en las que se utiliza Spine en juegos móviles y de escritorio, narración interactiva de historias, creación de películas, dibujos animados, historietas, efectos especiales y mucho más.

Spine was the backbone of our art and animation pipeline on Return To Monkey Island. All the animators and artists loved using it, as it really allowed us to focus on our craft, and work fast enough that we could throw in extra ideas and polish. I just don’t think it would have been possible to make Return To Monkey Island, with it’s huge cast of animated characters, locations, and cut-scenes, using any other 2D software!Rex Crowle, Art Director for Return to Monkey Island
2D animation performance is very important in Code: HARDCORE. With Spine, we control animations much more efficiently, allowing us to save time and energy building 3D-like 2D animation. We also use Spine for special effects, animation tests, and even interactive cutscenes. Louiky Mu, CEO, Producer, and Art Director
Spine saved us hundreds of hours and megabytes of shipped assets, thanks to its skeletal animation and skins system. On top of all that, the mesh deformation allowed us to add mind blowing 3D effects to our 2D game easily.Fede Puopolo, Game Designer & Animator
The ability to deform 2D meshes and give depth to our 2D animations has been a revolution for us. It boosted both our production time and production value considerably.Séverin Larose
The Spine Mesh system, allowed us to give a convincing 3D look to our designs, and to smear key poses into nervous animations.Magic Design Studios

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