Vitrine Spine

Spine est utilisé dans le monde entier, par des éditeurs multimilliardaires aussi bien que par des petits studios de jeu ou des développeurs indépendants. Vous pouvez explorer ci-dessous les manières dont Spine est utilisé sur les jeux pour portables et ordinateurs de bureau, pour les scénarios interactifs, la réalisation de films, de dessins animés, de BD, d’effets spéciaux, et autres.

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
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
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

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