Spineギャラリー

Spineは数十億円規模のパブリッシャーから小規模なゲームスタジオ、インディーデベロッパー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、映画製作、漫画、コミックブック、特殊効果などでSpineが使用されている例の一部をご紹介しています。

Spineデモ

Spineのライブウェブデモでブラウザ上でSpineアニメーションのパワーを実感していただけます。

#madewithspine

ハッシュタグ#madewithspineを使って投稿されたツイートをチェックして、Spine界隈の動向を把握しましょう。

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
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
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
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
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

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