Character Animation
Expressive idles, locomotion, combat actions and gameplay sets built around clear silhouettes and responsive timing.
View service
Spine 2D animation for game studios
I rig and animate characters, environments and game assets in Spine — with clean editable files and exports prepared for Unity, WebGL or your custom runtime.
Animation services
Start with one paid test asset or bring me into a larger production pipeline. Your art direction stays yours.
Expressive idles, locomotion, combat actions and gameplay sets built around clear silhouettes and responsive timing.
View serviceParallax, atmosphere and seamless environmental loops that add depth without wasting runtime budget.
View serviceWeapons, rewards, symbols, buttons and interactive assets polished for clarity, feedback and integration.
View serviceReady-made game packages
Production-ready concepts adapted around your requirements. Every slot is sold exclusively once and marked as “Sold” after purchase.

Cinematic pirate-themed 5x3 video slot package.
Ancient Egypt concept currently being prepared for the catalogue.
Dark gothic concept currently being prepared for the catalogue.
Epic Olympus concept with gods and mythological symbols.
Nordic concept with runes, warriors and frozen landscapes.
Asian fantasy concept with dragons, gold and magical symbols.
Low-risk first step
Evaluate my animation quality, communication and file structure before committing to a larger batch. A typical simple test starts from €350 after artwork review.
Ask about a paid testFinal scope depends on artwork preparation, rig complexity, animation count, Spine version and target runtime.What you receive
Clean Spine project with organized naming and hierarchy.
JSON or binary exports, atlas files and target-version checks.
Videos or builds at agreed checkpoints before final delivery.
Animation lists, naming notes and practical integration context.
Independent by design
Aftermotion Studio is my freelance brand, not a layered agency. I handle scoping, rigging, animation, feedback and final delivery directly.
If a project is too large for one schedule, I say so before production starts.
How production works
Send layered artwork, an animation list, references and runtime requirements.
I confirm deliverables, review points, schedule, Spine version and price with you.
You receive previews at agreed checkpoints before final polish.
Feedback is collected in focused rounds so production keeps moving.
I deliver the agreed source project, exports, atlas and handoff notes.
Free production resources
Practical guides for Unity handoff, optimization, budgeting and production planning.
Start a project
Tell me what needs animation, what files are ready and where the asset needs to run. I will reply with questions, availability and a practical next step.