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  • Best Practices Guidelines

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Hello all,

I would like to share this document with all Spine community.

We have been creating a solid process to get characters either from Illustrator or Photoshop, to Spine. In high quality and also with high real time customizable capability. This document will be continuously improved and can be considered a WIP. But, I believe that with this ground, specially for starters, it might be a big help.

It does not contain much of UNITY´s on this stage. But, you can figure that one out, due to of the really defined and strict rules for how to make a character for Spine.

DCF STUDIOS´ CHARACTER GUIDELINES [Best Practices]
http://www.donutcoffeeshopstudios.com/characterGuidelines.pdf

You can see the 3 views in action [this is a really poor animation, it is just a test], in the video below. Where we change and add the weapon to the character, and also switch between views with the slot active.

If anyone have something to add or sugest over this topic, would be a great conversation.

Regards,
Andre Amorim

Andre, I read through this with much interest. It seems like an inevitable document one would need with a team of more than a few people. I think its level of detail is good - not too vague, not too bureaucratic. If I were joining your team as a newbie, I could probably figure out how to make rigs the expected way without much trouble.

If you don’t mind, What is your team structure? E.g. how many developers, artists, animators?

Erik, it is great to have an outside look on this. Thank you for the feedback. I felt the need for these while making our first project. When hardly the files came in the correct way.

Currently we have two illustrators that I work with. My post regarding the Spine matter. is at the beginning of the process, as the content creator and at the final stages as animator and character programmer. We are still building the proceedure, but. I could already feel the work flow improvements by using it.

Specially when talking to the team.

If someone says something abour the image slot view00_head_00 of a giving character, we all know what we are talking about.

We also have another programmer, that will get into more deeply in the projects by december. And a game tester/content consultant. So in january 2019 there will be 5 fixed team members.

They will be not working in the same project. We are focusing in the art for multiple ones, to than attack our resources by project. The main focuse still is give support and updates for Cruz Brothers, a project we already released on PS4 and Steam.

Very cool. I might reuse some ideas from your best practices doc in the future. Thanks for sharing.