2D Art · Spine 2D · Adobe Animate · 280 Production Assets
An indie fantasy RPG studio needed a complete 2D art pipeline for their flagship mobile title: hero characters, a full enemy roster, environment tilesets, and an animation library covering combat, movement, and idle states. Nine Pixels delivered 280 production-ready assets in 4 months, all integrated and live in Unity.
The studio had strong concept art but no production pipeline and a firm 4-month launch window. Their previous vendor had delivered inconsistent style across characters and environments: different proportions, incompatible palettes, mismatched line weights. They needed a single team to own the visual language from concept to handoff and integrate directly with their Unity build.
Nine Pixels embedded a 6-artist team: 2 character artists, 2 environment artists, 1 animator, and 1 art director who owned visual consistency. Before a single production asset was drawn, we spent week 1 establishing a shared style guide: a 48-colour palette, silhouette rules for hero vs. enemy readability, and a line weight scale tied to asset size. Characters were built on a modular skeleton (head, torso, limbs) so animations reused rigs across the 24-character roster. Environment tiles were designed on a 64px grid with explicit corner, edge, and fill variants to make level building fast. All animation exports were authored in Spine 2D with pre-agreed bone naming conventions for developer handoff. We ran a fortnightly art review with the client's creative director and iterated on batches rather than individual assets, keeping feedback loops tight and production moving.
The art direction from Nine Pixels gave our game its identity. Every character reads instantly. Hero from enemy, friendly from threat. The Spine rigs just dropped straight into Unity with zero rework. Best art partnership we've had.