2D Animator for Modular Character Animation

Job ID: 39849663

Budget: $30 – $250 USD

Job Title: 2D Skeletal Animation for Modular Starter Character in HTML5 Canvas
Project Overview
Seeking a 2D animator or developer to create skeletal animations for a modular starter character in a 3/4 side-scrolling view. Characters remain stationary, with animations focused on in-place skeletal movements only—no locomotion or visual effects (effects will be added separately). The setup must support runtime swaps for armor and weapons. All animations face left (west) only. Use Spine 2D for rigging and export as JSON skeleton data and a single PNG texture atlas for HTML5 Canvas integration using the Spine JavaScript runtime.
Key Requirements

Style and Rig: 2.5D low-poly sprites in a side-scrolling landscape (16:9 aspect ratio), matching the style generated via Ludo.ai; rig with slots for modular armor (e.g., chest, feet) and weapons (e.g., hand).
Animations: Idle pose and a basic weapon swing (using a generated simple staff sprite as initial attachment).
Modularity: Design for easy runtime swaps in TypeScript without re-authoring animations.
Export: One PNG atlas with all starter character parts; compatible JSON files. Export as a 512×512 PNG texture atlas, with automatic packing of parts; include positioning templates for modular slots to guide future asset swaps.

Deliverables

Rigged starter character with animations.
Single PNG atlas, JSON files, and Spine 2D source project.
Brief integration notes for Canvas.

Deliverable Specifications for Starter Character (Level 1 Knight)
Format: Spine 2D (JSON + PNG).
Files Required:

knight_ske.json – Skeleton with bones and animations.
knight_starter_tex.json – Texture atlas metadata.
knight_starter_tex.png – Single texture atlas (512×512 resolution).

Texture Atlas Requirements:

Resolution: 512×512 pixels for initial atlas; future modular items at appropriate power-of-two sizes (e.g., 256×256).
Format: PNG-24 with transparency.
Content: Complete "Level 1 Knight" with basic/weak armor integrated.
Style: Pixel art.

Equipment Slots (Overlapping Layers – Render Order Matters):

Base Body (Layer 1 – Bottom).
Boots – Full leg coverage (Layer 2).
Body Armor – Torso + shoulders + upper arms (Layer 3).
Gauntlets – Full arm coverage, shoulder to hand (Layer 4).
Helmet – Head + neck + shoulders (Layer 5).
Weapon – Held in hand (Layer 6 – Top).

Bone Structure:

Simple equipment-based bones (not complex anatomical joints).
One bone per equipment slot (e.g., helmet_bone, armor_bone, gauntlet_right_bone, gauntlet_left_bone, boot_right_bone, boot_left_bone, weapon_bone).

Required Skills

Proficiency in Spine 2D for skeletal rigging and atlas exports.
2D rigging and modular asset design.
Familiarity with JSON/PNG exports for runtime integration (e.g., Spine JS).

Project Details

Communication: Platform updates.
Priority: Quick turnaround for immediate testing in game development.