
The mobile game industry required unique tools
Learning Spine was indeed enlightening
Type: Spine 2D, Animation, Rigging Client: Moonfrog Labs Outputs: Mobile friendly JSON animations
Type: Spine 2D animation, Rigging
Client: Moonfrog Labs
Outputs: Mobile friendly JSON animations
Working in the mobile gaming industry as an animator introduced me to lots of tools. Spine is one such tool I came across while working at Moonfrog Labs.
Teen Patti Gold - a casual, no real money - card game bundle app, was developed on Cocos Studio which required me to learn Spine in order to make animations
that are lightweight and aesthetically pleasing.
Being curious about tech, it was interesting to learn how the software converts custom rigs and animations into a compact JSON code along with a sprite sheet.
Though I had a short time working with Spine, I could imagine the potential it has to make mobile device friendly animations that require less storage space and
processing power to render.
My Role: Spine 2D Animator
The Two-bone 3D Illusion

Autumn profile frame gift for Teen Patti Gold
All copyrights and trademarks belong to Moonfrog Labs

Spine 2.5 D rig breakdown

Autumn profile frame gift rig on Spine
This animation uses a two-bone hierarchy to simulate 3D rotation for the whirlwinds in Spine 2D. The parent bone handles the pseudo-3D tilt
(rotating on the X axis), while the child bone inherits position but not scale or shear, preserving the parented image’s proportions. This setup creates a convincing 3D rotation illusion entirely within a 2D system.
Character Animation using Spine

Vampire character gift for Teen Patti Gold
All copyrights and trademarks belong to Moonfrog Labs
Facial Animation using Spine

Trial character gift for Teen Patti Gold
This was a test animation I made as a giftable collectible in the game. Given more time, more bones can be added to the face to make movements feel more authentic and fluid; and to give the illusion of a 3D face.