What is included
- Motion language and timing planning
- Rigging for reusable interactive states
- Idle, trigger, reveal and reward animations
- Anticipation, impact and settle passes
- Loop and transition cleanup
- Runtime-aligned exports and naming
Weapons, rewards, symbols and interface motion
I animate the smaller assets that make a game feel responsive — weapons, rewards, buttons, symbols, interactive props and interface moments.
Good fit when
Production workflow
I check layers, missing pieces, deformation risks and technical requirements.
You and I agree the animation list, review points, Spine version, exports, timeline and price together.
You receive focused previews while the asset moves from setup to final polish.
I hand over the agreed source project, runtime exports and production notes.
New production partner?
A typical simple test starts from €350 after artwork review. Use it to evaluate quality, communication and file structure before scaling.
Ask about a paid testFAQ
My workflow is Spine-first, but the best delivery format depends on how the asset will be used. I confirm this during scoping.
Often yes. I can plan attachments and skins when the artwork and runtime requirements support it.
I can create stylized secondary motion and simple effect elements inside the agreed Spine workflow.
Yes. A test asset can establish the motion language before scaling to a larger batch.
Project inquiry
Share the files, animation list and target runtime. I usually reply within one business day.