Vitrine do Spine

O Spine é usado em todo o mundo, desde publicadoras bilionárias até pequenos estúdios de jogos e desenvolvedores independentes. Abaixo você pode explorar algumas das maneiras como o Spine é usado em jogos para celular e desktop, narrativa interativa, cinema, desenhos animados, histórias em quadrinhos, efeitos especiais e muito mais.

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
This was our battle of Helm's Deep. Those were mass scenes we never could have done without Spine as the animation tool.Simone Grünewald, Art Director
To create Bulb Boy we needed about a thousand of unique grayscale animations, many of them using frame-by-frame technique. The accesiblity and flexibility of Spine made it our best choice.Szymon & Artur, Bulbware
To make a great impression on kids we needed a natural and expressive animation. Spine with its smoothness and mesh deformation allowed us to achieve this without harming the development flexibility.Vyacheslav Borovik, Animator

Quer fazer parte da nossa vitrine? Entre em contato