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Spine

2D animation for games

Let physics animate for you.

Let physics animate for you.

Bring video games alive

Bring video games alive

Animation brings video games alive. We believe creating great 2D animation requires not only powerful software, but a powerful workflow. Spine is dedicated to 2D skeletal animation, providing an efficient workflow both for creating amazing animation and for integrating it into your games.

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Features

Live Demos

Our live demos show a sample of what is possible with Spine, right in your browser window. Play animations in layers, manipulate skeletons dynamically, and much more.

See the demos
Spine Academy

Spine Academy

Spine Academy has everything you need to get started learning Spine. Whether you like learning on your own or prefer face-to-face workshops and courses, we got you covered. Check our changelog and roadmap to see what changed between Spine versions and what's being worked on, and don't forget to sign up to our community forum.

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Features

Features

Animating is an iterative process. Spine provides numerous tools to shape and refine your 2D animations. Bend and deform images with mesh skinning/weights, adjust timing with the dopesheet, visualize motion with ghosting, pose your characters with inverse kinematics, create pseudo 3D effects, and much more.

In depth
Spine Runtimes

Spine Runtimes

Spine doesn't stop at designing beautiful animations. Export your 2D skeletal animation data, then use our runtime libraries to load and display your animations in your game, just as they do in Spine. We provide runtimes for nearly every major game toolkit and programming language.

All runtimes

Get started right away!

Download the trial

Explore Spine firsthand by downloading the Spine trial, free for Windows, Mac and Linux.

Purchase Spine

Support Spine development by purchasing Spine and enable save, export and use of the Spine Runtimes.

To make a great impression on kids we needed a natural and expressive animation. Spine with its smoothness and mesh deformation allowed us to achieve this without harming the development flexibility.— Vyacheslav Borovik, Animator