Spine 쇼케이스

Spine은 수십억 달러 규모의 출판사에서부터 소규모 게임 스튜디오 및 독립 개발자에 이르기까지 전 세계에서 사용되고 있습니다. 아래에서 Spine이 모바일 및 데스크톱 게임, 인터랙티브 스토리텔링, 영화 제작, 만화, 만화책, 특수 효과 등에 사용되는 몇 가지 방법을 둘러볼 수 있습니다.

Spine 데모

라이브 웹 데모를 통해 브라우저에서 바로 Spine 애니메이션의 위력을 확인하십시오.

#madewithspine

#madewithspine 해시태그를 사용하여 사람들이 트위터로 메시지를 주고받는 것을 확인하여 Spine 세계의 최신 동향을 항상 파악하십시오.

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 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
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
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

쇼케이스에 참여하시겠습니까? 연락처