2D Spine Slot Animations

via Freelancer ·

Budget / Salary$30–250
TypeFreelance project
LocationRemote
Posted2 hours ago
Paid test: animate the hero slime "Mother Goo" (Spine)

We are making a slot game with jelly slime characters. Mother Goo is the big slime in the top right corner of the
screen (see refs/game_screen.jpg): she sits in a cracked glass vat and watches the board. We are testing animators
with the same small task; the best one gets the full hero job (5 more animations for her).

Files
- layers/mother_goo.psd - the character split into layers (also as separate PNGs in layers/, positions in
layers.json): body, highlight, 4 drips, eyes, pupils, closed eyelids, mouth, and face sets "cackle", "eager", "sad".
- refs/hero_neutral_1024.png - how she must look at rest. refs/hero_excited_1024.png - her big laugh pose.

Make in Spine 4.2
1. Rig the body as a weighted mesh driven by bones. She must feel like heavy soft jelly, not stiff cut-out pieces.
Bones are welcome; rigid flat rotations are not.
2. idle - a seamless 3-second loop: slow breathing (the belly lifts first, the head follows), the drips stretch
and shorten with a small delay, the highlight slides with the surface, the eyes glance down-left toward the board
once. Smug and patient. Small, but never a still picture.
3. blink - a separate 0.25-second animation that only moves the eyelids (we play it on top of other animations).
4. laugh - about 1.6 seconds, starts and ends on the idle pose: she leans back, the base squashes wider, the
body shakes in 3-4 jelly bounces, use the "cackle" face, the drips swing late. Add one event named laugh_peak.

What we check (the last test failed on these)
- Volume: when she squashes she gets WIDER, when she stretches she gets NARROWER. Scaling the whole picture up and
down is not jelly.
- Follow-through: drips and the top of the body move later than the base and overshoot.
- No frozen holds: something is always moving a little.
- The art is not repainted. The first and last frame of laugh match the idle pose exactly.
- Names: animations idle, blink, laugh; bones with real names (body, body_top, drip_1_a ...).

Limits: body mesh up to 300 vertices, up to 60 bones, at most 4 bone weights per vertex, one atlas page up to
2048 px, premultiplied alpha.

Deliver
- The .spine project file, and the export: JSON + atlas + PNG.
- A clean MP4 of the three animations on a dark background (not a recording of the editor).

Deadline / fee: 5 days, US $100 fixed, paid on delivery. If you are chosen, this work is used in the game and the fee counts toward the full job. Full job I am planning to outsource 10-12 animations like this per month giving you 1000 - 1200$/month.
2d animation game animation spine character animation
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