top of page

Dragon Blaze

Collection of Work Contributed to the Game:

  • Photoshop – Image preparation

  • After Effects – Visual effects (VFX)

  • Spine 2D – Rigging, animation, skinning, weight painting, mesh deformation, inverse kinematics (IK), and visual effects (VFX)

  • GameMaker – Exporting, optimization, and prototyping

In this game I prepared the character art (dragon - break up art), rigging, animation and vfx. I also animated prize popups, game logo and many other art assets.

Highlighting a resource I created for the programming team, which is the Controller*.

I animated the game's logo entirely in 2D Spine for optimization purposes. The Light Sweep in the animation was made using an art asset such as the 2D Spine cutting (mask) technique.

In addition, I made the logo in two languages, using skinning.

Character and asset art I created.

The company used to work with a self-sufficient game engine (Unity), so when migrating to a simpler engine (Gamemaker), many features were lost.


So, as a solution, I developed this controller in 2D SPINE, where programmers can control the starting and ending points of an animation, without necessarily creating animation keys.

bottom of page