Personal project exploring the complete 2D character workflow for video games — from concept and part sheet to rigging, animation, and engine integration.
I used Spine 2D for both rigging and animation, taking advantage of features such as inverse kinematics (IK) and forward kinematics (FK) systems, as well as custom controllers to add details like rotating bolts that respond to the body’s motion. I also implemented the skins feature to create visual variations of the character.
The project includes five animations: one idle loop and four walk/run cycles, each reflecting different emotions or states.In Photoshop, I developed a custom brush set to standardize the visual style of this character and others in the same line, maintaining a cohesive, hand-painted look.
For sound design, I created audio cues for footsteps and metallic body interactions that match each animation state.
Finally, I composed a simple After Effects scene with parallax layers to enhance the illusion of lateral movement during the running animation.
Different animations with sound design for each state.
Character parts sheet and rigging demonstration in Spine 2D.

The five animations are divided into Idle, Walking, and Running.




