معرض Spine

يُستخدم Spine في جميع أنحاء العالم، بدءًا من الناشرين الذين تبلغ قيمتهم مليارات الدولارات وصولًا إلى استوديوهات الألعاب الصغيرة والمطورين المستقلين. أدناه يمكنك استكشاف بعض الطرق التي يُستخدم فيها Spine في ألعاب الأجهزة المحمولة والحواسيب، ورواية القصص التفاعلية، وصناعة الأفلام، والرسوم المتحركة، والقصص المصورة، والمؤثرات الخاصة، وغير ذلك.

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
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
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 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
The ability to deform 2D meshes and give depth to our 2D animations has been a revolution for us. It boosted both our production time and production value considerably.Séverin Larose

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