Indie mobile studio • Tel Aviv • founded by 2 industry veterans • 2 mid-core strategy titles
my role: Animator & in-game implementation (Spine2D → Unity)
Tools:
Photoshop | Spine2D | Unity
10-person team · 2 distinct art styles · full animation & UI motion pipeline
[soft launched]
- Developed distinctive character concepts → separated assets in Photoshop → generated Spine atlases.
- Rigged 38 characters in Spine; exported JSON + texture atlases for Unity.
- Built Unity state machines, events, and VFX hooks for every ability.
- Collaborated with devs on optimization (sub-25 MB texture memory).
2D Character Pipeline: From Design to Gameplay
Designed and prepared characters in Photoshop, animated them in Spine2D, and implemented the animations in Unity for full in-game integration.
using Spine2Ds "skin" feature to allow versatility and optimization in character animation
world building
Modular low-poly assets modeled in Blender, re-textured and re-arranged to build varied game landscapes.
[live]
- Led switch to a cleaner, simpler visual style; created ±30 modular rigs.
- Authored UI motion (reward pop-ups, gacha spins) in Unity Timeline.
- Built a few simple Unity shaders for UI/FX, managed texture atlases, and managed runtime optimization to reduce draw calls and memory use.
Designed and prepared characters in Photoshop, animated them in Spine2D, and implemented the animations in Unity for full in-game integration.
Again using Spine2Ds "skin" feature to allow versatility and optimization in character animation.

original concept
original concept
separated assets in photoshop
separated assets in photoshop
example of rig in Spine2D
example of rig in Spine2D
skins allow multiple variations on same rig
skins allow multiple variations on same rig
leveling up
leveling up
Spine2D’s mesh weights let a flat sprite rig flex like 3D, enabling smooth rotations and dynamic perspective shifts
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