Spine画廊

Spineは最大手パブリッシャーから中小ゲームスタジオ、そしてインディー開発者まで世界中の多岐にわたるユーザーに使用されています。以下はモバイルおよびデスクトップゲーム、インタラクティブ・ストーリーテリング、映画制作者、漫画、コミックブック、特別エフェクト、その他によるSpine使用例です。

Spineデモ

ライブウェブデモでブラウザからSpineアニメーションのパワーをご覧いただけます。

#madewithspine

#madewithspineハッシュタグを使ってツイートの話題を読み、Spine世界の近況をお知りください。

Our game has dozens of heroes and hundreds of enemies in various configurations, and Spine made it a breeze to create and animate them all.Joel Kinnunen, Senior Producer
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
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 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
We were able to quickly create movements for 2D characters. When revising the motion, it was helpful that we could make adjustments to bones and change timing in the dopesheet without needing to waste time redrawing, as we do for hand drawn animations.Masayuki Onoue, Director

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