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.

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
Using Spine, we boosted our production speed while keeping the quality as high as possible.Sabri Nasit Batllo, Bee Square
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
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
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

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