SPINE DEVBLOG: FACIAL ANIMATIONS AND NEW LOCATIONS

Hello, Tensor Citizens!

There’s never a shortage of things to share with you in our SPINE Development Blog.

The further we go, the deeper we can dig – and that’s exactly what we’re doing today.

So let’s get into it.

 

Battle Emotions: Motion-Captured Facial Animation

Redline spends most of the game moving forward – which, given the Spine on her back, is hardly a complaint. But her personality can’t live in her silhouette alone. Every emotion needs to land, even mid-firefight.

So we went all in on facial animation. Redline’s face is driven by Blendshapes and motion capture taken directly from her voice actress – every reaction is as sharp as the action around her.

 

Spine Vision: A New Kind of Game UI

The HUD in SPINE isn’t just a design choice – it’s a story decision. Great FreeFlow gameplay demands a UI that keeps you in the fight without pulling you out of the world.

A classic HUD keeps things readable. A diegetic one, like Dead Space’s, keeps you immersed. We needed both – so we built Spine Vision: an interface that blends the two and evolves as the story progresses.


Everything Redline sees is projected by the implant itself – diegetic by design, but built for clarity under pressure. The Spine starts cold and military. As it adapts to its wearer, it becomes something more personal. Think of it as the system learning who it belongs to.


No Way Home: New Locations

Redline’s route through Tensor City doesn’t stay on familiar ground for long. Some of the places she’ll reach are unlike anything we’ve shown before.

 

 

Wherever she goes, danger goes with her. There’s no safe ground in this fight.

 

SPINE is closing in on the finish line – new locations, tougher enemies, bosses joining the roster. The build keeps getting better.

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