Spine Showcase

Spine è in uso in tutto il mondo, da editori multimiliardari a piccoli studi di gioco e sviluppatori indipendenti. Di seguito puoi esplorare alcuni dei modi in cui Spine viene utilizzato nei giochi per dispositivi mobili e desktop, narrazione interattiva, produzione cinematografica, cartoni animati, fumetti, effetti speciali e altro ancora.

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
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
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 is such a dream to use! It has been the perfect tool to bring expressive character animations into Cult of the Lamb. It’s been so great using software that doesn't crash and is well supported. We love Spine!James Pearmain, Art Director
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

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