Free checklist

Free Spine 2D Animation Production Checklist

Use this before production starts and again before final delivery. It catches the small omissions that usually become expensive integration problems later.

Colorful 3D illustration of a Spine animation production checklist and workflow

1. Brief and technical target

Write down the target engine, Spine editor/runtime versions, platforms, expected on-screen size, texture restrictions, animation list, skins, equipment variants, event requirements and delivery date. Identify one person who can approve each production stage.

2. Artwork preparation

Check that moving parts are separated, hidden areas are painted, layer names are readable, pivots are understood and the file contains no unnecessary duplicates. Confirm the final scale and whether alternative skins use the same proportions.

3. Rig review

Review hierarchy, bone naming, mesh density, weights, constraints, draw order, skin organization and attachment naming. Test the rig in extreme poses before a large animation set is created.

4. Animation review

Approve blocking before polish. Check silhouettes, weight, timing, loops, transitions, interruptions and secondary motion. Confirm gameplay events and whether the animation must work with mixing or partial-body tracks.

5. Performance review

Test the representative asset in the real engine scene. Review atlas pages, blend modes, texture resolution, mesh complexity, unused keys and the expected number of simultaneous instances.

6. Export and integration

Use a named export preset. Verify editor/runtime compatibility, scale, materials, sorting, events and skin switching in a test build. Avoid changing established names without documenting the change.

7. Final delivery

Include source files, exported data, atlases, textures, previews, a list of animations and skins, event notes, version information and a change log. Keep folder structure predictable and remove obsolete drafts from the final package.

Quick checklist

Before you hand off the asset

  • Technical target approved
  • Artwork prepared for movement
  • Rig tested in extreme poses
  • Blocking approved before polish
  • Representative asset profiled in-engine
  • Delivery package documented

Spine is a trademark of Esoteric Software. Aftermotion Studio is an independent freelance practice and is not affiliated with or endorsed by Esoteric Software.