The Making of Murasaki7: 2D Skeletal Animation

2 years ago

2 years ago


The Murasaki7 team has four dedicated artists  for 2D Skeletal Animations

We wanted Murasaki7 to be one of the coolest puzzle games available in the market and we’ve focused on creating several female anime characters that are collectible through gacha games and other game modes. The world story, character concepts, music, gameplay and game modes are all locked in, but we wanted to make the game more alive. Thus, the use of animation. But to make smooth animations you need to create a lot of frames, and a lot of frames mean taking up more memory in running Murasaki7, a match-3 puzzle game. Taking these factors into consideration, the team decided to use 2D Skeletal Animation.

Aside from 3D animation, one of the interesting art techniques used in creating Murasaki7 is the 2D Skeletal Animation using Spine. For those of you who are not familiar with Spine, it is a 2D skeletal animation tool for game development and other animation projects that features an intuitive workflow to rig and animate skeletons.  Source: 2D Spine Animation

Allow us to take you on a backend production tour about 2D Skeletal Animation, here’s how it works.

Step 1: Breaking up the Character


In order to use animation, we first need to break up the character’s elements into different body parts before importing it on Spine.

Step 2: Building it up Again


Once you’ve added it on Spine, the artist must assemble the character using the original art but now with properly labeled elements. 

Step 3: Add Bones


It wouldn’t be called 2D Skeletal Animation if you’re not using bones. You can add bones depending on how you want your character to move, the more bones, the more complicated the actions can be. Lucky for us, we can use a simple human skeleton for our characters.

Step 4: Animate


Finally, give life to a character by setting the keyframes. Here, you can change the character’s facial expression, make her arms move, among others.


Our animated character is done and the next step is to forward this to the Unity developers. We hope you learned a few things from our team, ‘til next time!


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