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.

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
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
Thanks to Spine we've made great performance in our game and minimized the size of the build as much as possible. All the characters together with the animation are less than 6% of the build size.Alexey Gulev & Alexander Titkov, Bring Me Cakes
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

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