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2D Character Development in Video Games - Step by Step Guide

2D Character Development in Video Games - Step by Step Guide

Invogames

Gaming Art

|

February 21, 2024

|

4 min read

2D character development is a long process, from conceptualization and character part development to rigging and animation setup, testing, refinement, and game integration. 

 

Many 2D character animators use sprite sheets, with software like Texture Packer, to turn a set of drawings into a 'moving picture.' 

 

Just like Disney did, frames with each sprite moving slightly give an illusion of a moving figure when played in sequence, like an old-fashioned flip book.

 

Step-by-Step Guide to Creating 2D Character in Spine


Step-by-Step Guide to Creating 2D Character in Spine

 

To create a 2D character we will use Spine for the rest of the tutorial. Here is a step by step guide that you can follow to create your own character for your 2D game.

 

Step 1: Conceptualization and Design


Character attributes make your character well-rounded. To begin, think about how you want your character to appear and the emotions it wants to evoke. 

 

Define character attributes


Six non-special character attributes include strength, agility, body, charisma, intelligence, and willpower. Two of the three special attributes are related to magic, and the third is derived, making it a six-attribute system.

 

The first classification would be power, finesse, and resistance. The second classification includes mental, physical, and social, leading to nine sets with a separate name.

 

Concept art Using Design Software

 

Once you finish character characterization, move on to the concept creation. 

Create different versions of your character and explore other ideas for how your character can look. 

You can use different layers in the designing process, helping to segregate body parts and experiment with different poses and configurations. 

This approach will allow you to refine the character's appearance with proportions well-suited for 2D animations. 

With creative exploration, you can polish your character visually, bringing it to life as you imagined its narrative. 

 

  • Sketch multiple versions of characters.
  • Use layers to separate body parts 
  • Try out various poses.

 

It's all about experimenting and ensuring the proportions work well for basic 2D character animations.

 

Step 2: Character Parts Development

 

Once you create the concept art with graphics, you must make separate high-resolution PNGs or JPEGs for each body part. The higher the resolution of your PNG, the more clear your animation will get. 

 

While creating character parts, it is good practice to name each image. For example, there should be a high-resolution PNG for the head, Torso, arms, etc. 

 

Consider optimizing the character parts with a texture atlas; this will help you promote more efficient rendering and improved performance.

 

Lastly, assess your game's requirements to determine if the texture atlas is enhancing overall optimization. 

 

Create a New Project in the Spine


Now that you have every part of your character, you are all set to create a project in the Spine.

 

Create a New Project in the Spine

Open Spine, hit "File > New Project," and set properties up based on your game requirements.


To keep everything organized, it is recommended to create folders inside Spine.

 

Navigate to "New Project," choose my project folder, and add additional settings.


If there are specific constraints for your game's platform, set those up.

 

Importing and Arrange Images

 

After creating a workspace in Spine, drag and drop each image PNG or JPEG to the Spine workspace. 

 

Once all images are imported in Spine, arrange them on the workspace.

 

You can arrange images in layers using the Hierarchy panel. Organize parts neatly using the 


Hierarchy panel. Make sure to use clear slot names.

 

Grouping related parts under bones will help you manage everything efficiently.

 

Now, switch to the Setup mode and add bones where joints and key points should be.

 

You can use the Translate and Rotate tools to get everything just right. This tool lets you tweak and spin bones until they're spot-on. It's like sculpting the skeleton of your 2D game character.

 

Importing and Arrange Images

 

Establish a parent-child relationship in every bone structure. Connect the bones to them as if they mimic the body's structure. You can create a family tree of types. In a family tree, each bone will be in the hierarchy.

 

Once you set the hierarchy for each bone, check it by moving bones around and observing how the images respond to the movement. Remember, making it natural is key to the realism of your character. 

 

Step 3: Rigging


Rigging is the core of 2D character making. It will help you add controls to the character to make it move and act. 

 

Step 3: Rigging

 

Rigging uses deformers. Deformers are a set of mathematical formulas to make different parts of a character's body react to each other. 

 

For this, head to Rigging mode and attach each part to its respective bone. You need to link each body part to its designated bone, mimicking the puppet strings for your character.

Use of Mesh Tool


The Mesh tool can create deformable regions and adjust vertices for natural movement.

 

Use of Mesh Tool

 

Use a mesh tool to carve out regions that flex and bend realistically. Think of it as sculpting muscles and joints for natural movement.

 

Smooth animations should be your ultimate goal. Delicately shift between bone influences. It's like choreographing a dance where every move flows seamlessly into the next.

 

To control your deformation precisely, you can use the Weight Painting mode

 

Weight Painting mode

 

Weight Painting mode is our secret weapon. We use it to paint the character and control deformations precisely, ensuring it moves just the way we want.

 

Step 4: Animation Setup


Now, it's time to breathe life into your creation. 

 

Jump into Animate mode and lay down the first keyframes for the character's default pose. You can use the Curve tool to help you refine animation curves for that extra polish.

 

With the Curve tool, you can add that extra touch of polish. It's like adding a sprinkle of magic to make movements look more natural and captivating.

 

character animation

 

Primarily, Spine offers two APIs for animation:

 

  • AnimationStateAPI
  • TimelineAPI

 

AnimationState


AnimationStateAPI can help you support animations over time. You can queue animations for later playback and mixing (crossfading) between different animations.

You can apply multiple animations on top of each other, also called layering.

 

AnimationStateAPI is built on top of the Timeline API. You can handle most animation playback requirements, except for playing backward. If you need reverse playback, you can use the 

 

Timeline API directly or duplicate animation in Spine using box select scaling.

 

The AnimationState update method takes a lot of time and has been removed since it was last called. However, you use the apply method that takes a skeleton and applies the needed animations.

 

Within the AnimationState you can fill you 2D cartoon character with attributes like:

 

  • Mix times
  • Tracks
  • Playback
  • Queuing
  • Empty animations
  • TrackEntry


Timeline API


The Timeline API is the lowest level API for animations. It comes with Animation and Timeline classes. These classes are stateless, so you can store and manipulate the time and other parameters externally. 

 

With the timeline API you have the maximum control over animation playback. However, managing the playback state on your own requires more detailed work. Most 2D developers prefer to use the AnimationState API.

 

Animation is a very simple process; it has a name and a list of time lapse. Each timeline knows how to modify a specific skeleton property with time. You can animate a skeleton by calling apply for each timeline in the animation.

 

Step 5: Exporting


As you near the final stages of 2D game character development within Spine, initiate the export process by navigating to "File > Export" in the Spine interface.

 

File > Export in the Spine interface

 

This an important step and marks the transition from the design and animation phase to creating 2D characters assets for seamless integration into the game engine.


When exporting your 2D pixel character acknowledge the specific needs of the game engine you want to put it in. 

 

This step is a pivotal link between the intricate design work in Spine and the practical utilization of the character within the dynamic gaming environment.

Choose the Right Export Format

 

Edit the export format according to your game engine and the file types it supports seamlessly. Some common formats are PNG, JPEG, GIF, or others based on the engine's requirements.

 

Opting for the correct export format is good for compatibility, ensuring that your character assets can be effectively utilized without any compatibility issues in the game engine.

 

Adjust the Scale

 

To guarantee character’s consistent proportions within the game environment, adjust the scale settings during the export process. 

 

Adjusting the scale appropriately to preserve the visual integrity of your character through game VFX. preventing distortions or discrepancies when integrated into the gaming experience.

 

Configure Compression Settings


Customize compression settings based on your game's requirements, balancing file size and visual quality.

Configuring compression to ensure your character assets are optimized for performance without sacrificing the visual fidelity demanded within game design.

 

Step 6: Integration with Game Engine


Import your 2D Spine character to the game engine. Ensure the Unreal Engine version is 4.21 or later for Spine 2D character import.

 

Then, download the Spine 2D runtime from GitHub. Using the Github runtime, extract necessary folders like Spine ui4, ue4, and Spine cpp. 

 

Now, create a new project, initially as a blueprint, so that you can later convert it to a C++ project.

 

Here, add Spine components by copying the plugins folder into the project directory to:

 

  • Integrate Spine skeleton animation 
  • renderer components 
  • Handle potential Spine version mismatches 
  • Match runtime versions.
  • Animate characters within the game engine, 
  • Set animations to loop and cue additional animations.
  • Explore integration with UMG 
  • Add a Spine widget and animate characters within the UI.

 

2D character development is a long process, from conceptualization and character part development to rigging and animation setup, testing, refinement, and game integration. 

 

Many 2D character animators use sprite sheets, with software like Texture Packer, to turn a set of drawings into a 'moving picture.' 

 

Just like Disney did, frames with each sprite moving slightly give an illusion of a moving figure when played in sequence, like an old-fashioned flip book.

 

Step-by-Step Guide to Creating 2D Character in Spine


Step-by-Step Guide to Creating 2D Character in Spine

 

To create a 2D character we will use Spine for the rest of the tutorial. Here is a step by step guide that you can follow to create your own character for your 2D game.

 

Step 1: Conceptualization and Design


Character attributes make your character well-rounded. To begin, think about how you want your character to appear and the emotions it wants to evoke. 

 

Define character attributes


Six non-special character attributes include strength, agility, body, charisma, intelligence, and willpower. Two of the three special attributes are related to magic, and the third is derived, making it a six-attribute system.

 

The first classification would be power, finesse, and resistance. The second classification includes mental, physical, and social, leading to nine sets with a separate name.

 

Concept art Using Design Software

 

Once you finish character characterization, move on to the concept creation. 

Create different versions of your character and explore other ideas for how your character can look. 

You can use different layers in the designing process, helping to segregate body parts and experiment with different poses and configurations. 

This approach will allow you to refine the character's appearance with proportions well-suited for 2D animations. 

With creative exploration, you can polish your character visually, bringing it to life as you imagined its narrative. 

 

  • Sketch multiple versions of characters.
  • Use layers to separate body parts 
  • Try out various poses.

 

It's all about experimenting and ensuring the proportions work well for basic 2D character animations.

 

Step 2: Character Parts Development

 

Once you create the concept art with graphics, you must make separate high-resolution PNGs or JPEGs for each body part. The higher the resolution of your PNG, the more clear your animation will get. 

 

While creating character parts, it is good practice to name each image. For example, there should be a high-resolution PNG for the head, Torso, arms, etc. 

 

Consider optimizing the character parts with a texture atlas; this will help you promote more efficient rendering and improved performance.

 

Lastly, assess your game's requirements to determine if the texture atlas is enhancing overall optimization. 

 

Create a New Project in the Spine


Now that you have every part of your character, you are all set to create a project in the Spine.

 

Create a New Project in the Spine

Open Spine, hit "File > New Project," and set properties up based on your game requirements.


To keep everything organized, it is recommended to create folders inside Spine.

 

Navigate to "New Project," choose my project folder, and add additional settings.


If there are specific constraints for your game's platform, set those up.

 

Importing and Arrange Images

 

After creating a workspace in Spine, drag and drop each image PNG or JPEG to the Spine workspace. 

 

Once all images are imported in Spine, arrange them on the workspace.

 

You can arrange images in layers using the Hierarchy panel. Organize parts neatly using the 


Hierarchy panel. Make sure to use clear slot names.

 

Grouping related parts under bones will help you manage everything efficiently.

 

Now, switch to the Setup mode and add bones where joints and key points should be.

 

You can use the Translate and Rotate tools to get everything just right. This tool lets you tweak and spin bones until they're spot-on. It's like sculpting the skeleton of your 2D game character.

 

Importing and Arrange Images

 

Establish a parent-child relationship in every bone structure. Connect the bones to them as if they mimic the body's structure. You can create a family tree of types. In a family tree, each bone will be in the hierarchy.

 

Once you set the hierarchy for each bone, check it by moving bones around and observing how the images respond to the movement. Remember, making it natural is key to the realism of your character. 

 

Step 3: Rigging


Rigging is the core of 2D character making. It will help you add controls to the character to make it move and act. 

 

Step 3: Rigging

 

Rigging uses deformers. Deformers are a set of mathematical formulas to make different parts of a character's body react to each other. 

 

For this, head to Rigging mode and attach each part to its respective bone. You need to link each body part to its designated bone, mimicking the puppet strings for your character.

Use of Mesh Tool


The Mesh tool can create deformable regions and adjust vertices for natural movement.

 

Use of Mesh Tool

 

Use a mesh tool to carve out regions that flex and bend realistically. Think of it as sculpting muscles and joints for natural movement.

 

Smooth animations should be your ultimate goal. Delicately shift between bone influences. It's like choreographing a dance where every move flows seamlessly into the next.

 

To control your deformation precisely, you can use the Weight Painting mode

 

Weight Painting mode

 

Weight Painting mode is our secret weapon. We use it to paint the character and control deformations precisely, ensuring it moves just the way we want.

 

Step 4: Animation Setup


Now, it's time to breathe life into your creation. 

 

Jump into Animate mode and lay down the first keyframes for the character's default pose. You can use the Curve tool to help you refine animation curves for that extra polish.

 

With the Curve tool, you can add that extra touch of polish. It's like adding a sprinkle of magic to make movements look more natural and captivating.

 

character animation

 

Primarily, Spine offers two APIs for animation:

 

  • AnimationStateAPI
  • TimelineAPI

 

AnimationState


AnimationStateAPI can help you support animations over time. You can queue animations for later playback and mixing (crossfading) between different animations.

You can apply multiple animations on top of each other, also called layering.

 

AnimationStateAPI is built on top of the Timeline API. You can handle most animation playback requirements, except for playing backward. If you need reverse playback, you can use the 

 

Timeline API directly or duplicate animation in Spine using box select scaling.

 

The AnimationState update method takes a lot of time and has been removed since it was last called. However, you use the apply method that takes a skeleton and applies the needed animations.

 

Within the AnimationState you can fill you 2D cartoon character with attributes like:

 

  • Mix times
  • Tracks
  • Playback
  • Queuing
  • Empty animations
  • TrackEntry


Timeline API


The Timeline API is the lowest level API for animations. It comes with Animation and Timeline classes. These classes are stateless, so you can store and manipulate the time and other parameters externally. 

 

With the timeline API you have the maximum control over animation playback. However, managing the playback state on your own requires more detailed work. Most 2D developers prefer to use the AnimationState API.

 

Animation is a very simple process; it has a name and a list of time lapse. Each timeline knows how to modify a specific skeleton property with time. You can animate a skeleton by calling apply for each timeline in the animation.

 

Step 5: Exporting


As you near the final stages of 2D game character development within Spine, initiate the export process by navigating to "File > Export" in the Spine interface.

 

File > Export in the Spine interface

 

This an important step and marks the transition from the design and animation phase to creating 2D characters assets for seamless integration into the game engine.


When exporting your 2D pixel character acknowledge the specific needs of the game engine you want to put it in. 

 

This step is a pivotal link between the intricate design work in Spine and the practical utilization of the character within the dynamic gaming environment.

Choose the Right Export Format

 

Edit the export format according to your game engine and the file types it supports seamlessly. Some common formats are PNG, JPEG, GIF, or others based on the engine's requirements.

 

Opting for the correct export format is good for compatibility, ensuring that your character assets can be effectively utilized without any compatibility issues in the game engine.

 

Adjust the Scale

 

To guarantee character’s consistent proportions within the game environment, adjust the scale settings during the export process. 

 

Adjusting the scale appropriately to preserve the visual integrity of your character through game VFX. preventing distortions or discrepancies when integrated into the gaming experience.

 

Configure Compression Settings


Customize compression settings based on your game's requirements, balancing file size and visual quality.

Configuring compression to ensure your character assets are optimized for performance without sacrificing the visual fidelity demanded within game design.

 

Step 6: Integration with Game Engine


Import your 2D Spine character to the game engine. Ensure the Unreal Engine version is 4.21 or later for Spine 2D character import.

 

Then, download the Spine 2D runtime from GitHub. Using the Github runtime, extract necessary folders like Spine ui4, ue4, and Spine cpp. 

 

Now, create a new project, initially as a blueprint, so that you can later convert it to a C++ project.

 

Here, add Spine components by copying the plugins folder into the project directory to:

 

  • Integrate Spine skeleton animation 
  • renderer components 
  • Handle potential Spine version mismatches 
  • Match runtime versions.
  • Animate characters within the game engine, 
  • Set animations to loop and cue additional animations.
  • Explore integration with UMG 
  • Add a Spine widget and animate characters within the UI.

 

frequently asked questions

A 2D game includes graphics (sprites, backgrounds), gameplay mechanics (controls, physics), characters (players, NPCs, enemies), levels, audio (sound effects, music), a storyline, user interface (menus, HUD), game logic (rules, win/loss conditions), animations, and feedback systems. Developers integrate these elements to craft a cohesive and enjoyable gaming experience, emphasizing a careful balance for effective gameplay and player engagement.

When you design 2D characters, avoid inconsistent proportions, overly complex designs hindering animation, unclear visuals, neglecting game art style, and overlooking functionality in gameplay. Prioritize simplicity, cohesive integration into the game world, and clear conveyance of roles and personalities without unnecessary complexity.

Commonly used tools for creating 2D game characters include Adobe Photoshop, Aseprite for pixel art, Spine for skeletal animation, Toon Boom Harmony for 2D animation, Clip Studio Paint, and Unity or Unreal Engine for comprehensive game development. Other options like Krita, Procreate, Inkscape, and specialized character design software are also popular based on specific needs. Developers often combine these tools for efficient and high-quality character design.

Writer InvoGames

Written By:

Kammil Sarbuland
Content Writer

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