Spine

Spine: skeletal 2D animation with bones, meshes and skins, exported to run inside a game engine rather than as video.

Spine animates 2D artwork the way a 3D package animates a rig: bones drive a hierarchy, meshes deform the art, and inverse kinematics keeps feet and hands where they belong. Postings ask for clean rigging on art that was drawn for it, for slots and skins so one skeleton serves several characters, and for the export side - atlas packing, runtimes for Unity, Unreal, Godot or a web engine, and events that fire sounds or effects on a frame.

Briefs usually name the set a character needs: idle, movement, attacks, hit reactions, deaths and ability moments, each readable at the size the game actually shows them. Memory and draw-call budgets decide how far mesh deformation can go, which is why atlas discipline is part of the craft.

2D Animation covers frame-by-frame work; Character Animation leans on 3D rigs. This skill is the skeletal middle ground, and it is what most live 2D games run on.

Where these positions are: Barcelona (1 position), London (1 position)

Open positions for Spine (2)

All jobs for Spine