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.

With our small team Spine was a great fit, it allowed us to create multiple fully rigged customizable game assets and actually improved our production quality. Giving us more time to focus on making fun and engaging gameplay for our Zorbit's Math Adventure series.Chuck Murphy, 2D Artist & Animator
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
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
Axe in Face 2 needed a lot of animated characters on the screen, without compromising quality or performance. We also needed the ability to change outfits for our main character with minimum effort. We accomplished all of these goals using Spine and we think that it is an excellent animation tool!Søren Lauge Boll, COO & Creative Producer
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

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