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.

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
In Gunner-chan!, we use Spine animation in every aspect, from characters, guns, items, and backgrounds. Spine's smooth and expressive movements give players a tactile feel. It also works smoothly with Unity, making it one of the easiest animation tools to use when developing action games. Kido
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
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
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

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