Spine Animations for UNO Cards
Budget: ₹12,500 – ₹37,500 INR
I’m wrapping up a fast-paced, multiplayer UNO-style card game and need eight special cards to explode onto the screen with personality. Each animation must be built in Spine so it can drop straight into the game runtime, but you’re welcome to generate supporting glow, particle or motion-graphics elements in After Effects first and then fold them back into Spine.
The mood is deliberately abstract: swirling shapes, pulsing color bars, bold streaks—anything that instantly signals “Skip,” “Reverse,” “Draw,” “Wild,” etc. without leaning on literal illustrations. I don’t have reference clips, so bring your own flair and concepts; I’ll give feedback quickly so we can lock the look for all eight cards.
Deliverables
• Spine project and exported JSON/atlas for each of the 8 cards
• Any textures, particle sheets or baked VFX generated in AE
• Short MP4 or GIF preview of each animation at intended in-game scale
Acceptance
Animations should run at 60 fps, loop cleanly until the card leaves the stack, and stay under 2 MB per card (textures + data) once packed by Spine. If that sounds like your playground, let’s make these cards feel unforgettable.
The mood is deliberately abstract: swirling shapes, pulsing color bars, bold streaks—anything that instantly signals “Skip,” “Reverse,” “Draw,” “Wild,” etc. without leaning on literal illustrations. I don’t have reference clips, so bring your own flair and concepts; I’ll give feedback quickly so we can lock the look for all eight cards.
Deliverables
• Spine project and exported JSON/atlas for each of the 8 cards
• Any textures, particle sheets or baked VFX generated in AE
• Short MP4 or GIF preview of each animation at intended in-game scale
Acceptance
Animations should run at 60 fps, loop cleanly until the card leaves the stack, and stay under 2 MB per card (textures + data) once packed by Spine. If that sounds like your playground, let’s make these cards feel unforgettable.
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Game Design
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After Effects
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