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SPINE Development Blog: Progress Upload 1.3

Hello, Tensor Citizens!
[p]The shortest month of the year doesn’t mean that we have less to share with you in our Development Blog. It only means that we can do it faster and even dive a little deeper this time. [/p][p]So let’s jump right into it![/p][p][/p][h2]Battle Emotions[/h2][p]Even though we will see her from behind most of the time (which is certainly not a bad thing, thanks to the Spine, another character 😏), Redline's vibrant personality should be conveyed not only through her appearance but also through her lively facial expressions. [/p][p][/p][p]Therefore, we’re continuing to work on them actively, with all our inherent animation fanaticism. If there’s an option available, we're using it. Redline’s face, for instance animated with Blendshapes support and motion capture of the voice actress's face so that every Red's emotion is brighter than the muzzle flashes of her guns.[/p][p][/p][h2]Spine’s Vision[/h2][p]And now, for the important part of SPINE we haven't discussed yet.[/p][p]Since we envisioned it as both an extremely dynamic and a story-driven game, the interface has become a separate challenge for us. [/p][p]It should be easy to read and not distract from the gameplay, which leans us toward a classic HUD. But on the other hand, it should also convey the world's atmosphere and tell the story, so, in theory, a so-called diegetic HUD, like in Dead Space, would be more suitable here. And many of you already mentioned that in the comments on our posts.[/p][p]In this dilemma, we found a solution — Spine Vision, a combination of diegetic and traditional interface that changes as the story progresses. To put it simply, any interface you’ll see in-game is projected by the implant for Redline, which makes it diegetic. But we’ve preserved its visual clarity and readability during gameplay.[/p][p]Plot-wise, Spine was originally developed by Tensor and has its own “basic” visual interface. However, it can adapt to the person wearing it, and the interface begins to change. It's like ChatGPT trying to find the most comfortable option for the owner.  [/p][p]Here are a few examples[/p][p][/p][carousel][/carousel][p][/p][carousel][/carousel][p][/p][carousel][/carousel][p]
As you can see, in the first screenshots, the interface and markers look basic, dull, and somewhat military-like. But with the story and game progression, all of this is becoming more like graffiti, distorted by Spine’s perception.[/p][p][/p][h2]No Way Home[/h2][p][/p][p]During her crusade against Tensor, Redline will visit places that can safely be described as “We're Not in Kansas Anymore.”[/p][p][/p][p]But wherever she goes, she is always in danger, always in the line of fire. [/p][p][/p][hr][/hr][p][/p][p]SPINE is pushing into the final stretch, and the build keeps leveling up — fresh locations, nastier enemies, and bosses joining the lineup.

Between now and next month, tell us what you want to see next and drop any questions you’ve got — we’ll use it to shape what we share. In the meantime, catch up on the previous devblogs. And if you don’t want to miss new drops, hit Follow.[/p][p]Looking for more insights? Check this out[/p][p]
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🤖 SPINE Development Blog: Progress Upload 1.1

Hello, Tensor Citizens!
[p][/p][p]In 2026, our team is back to business, stronger than ever. So we’re here once again with the new batch of some SPINE development insights from the last few weeks! Let’s crack this open.[/p][p][/p][h2]Just Like a Movie[/h2][p]When we talk about SPINE, we’re always focusing on the gameplay’s cinematic feeling. But cutscenes, both pre-rendered and engine-based, are crucial for deeper players’ immersion in the story.[/p][p]
[/p][p][/p][p][/p][p][/p][p][/p][p][/p][h2]This is My Spine[/h2][p]We’ve mentioned multiple times that Redline isn’t the only Spine owner in Tensor City. Every implant is unique to its owner, not only in terms of abilities but, of course, in design. To make them more distinct and personal for each owner, we add special visual effects. [/p][p]Here’s Edda Kopp’s Spine, for example.[/p][p] [/p][p]It's always stay's calm and fluid, like the character itself.
In contrast to Redline's Spine, who reacts to extreme situations.[/p][p][/p][p][/p][h2]Things in Motion[/h2][p]Combat system and locomotion are always places for improvement, so we’re tweaking and polishing them every day, reaching for perfect balance, without forgetting to add new things. For example, new finishing moves for Redline.[/p][p]
[/p][p][/p][p][/p][h2]Art Propaganda[/h2][p]Tensor City is a place of constant battle, where all weapons are used, from guns to art. Propaganda and advertising posters sell ideas, against graffiti revealing the truth. [/p][p][/p][p][/p][carousel][/carousel][p][/p][p]
[/p][hr][/hr][p]A lot is happening with SPINE right now. The world is expanding, new threats are emerging, and serious encounters are starting to surface. We’re not slowing down, and next month we’ll have even more to share.[/p][p]Until then, feel free to ask questions, tell us what you’re curious about, and take a look at our previous dev blogs. Follow along if you want to stay close to the process.[/p][p]Drop your questions, tell us what you want to see, and revisit our earlier Development Blogs while you wait. And, of course — hit follow, if you don’t want to miss a thing.[/p][p]In case you’ve missed something, check this out:[/p][p]— SPINE Team[/p]

❗ Message from the SPINE Team

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💾 SPINE Development Blog: Progress Upload 1.0

[p]Hello, Tensor Citizens! [/p][p][/p][p]Our development blog is evolving. How’s it going now? Monthly drops of what’s happening and changing in SPINE development. Visuals first, words second.[/p][p][/p][p]Get Dirty[/p][p]Redline’s life became a non-stop battle after she decided to join forces with combat implant Spine. And no one can come out of a fight unscathed. Even Redline. [/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]To emphasize this, we added a little dirt to our heroine, which will only increase as the game progresses, because the situation never gets any brighter towards the end, especially in cyberpunk.[/p][p][/p][p]Disrespect Your Surroundings [/p][p]Speaking of battles. Not only Redline's look will have to pass the endurance test, but so will the environment around her.[/p][p] [/p][p][/p][p]Because what kind of Gun Fu can we talk about when the environment does not participate in the fight? Even if only as a casualty of the effects. [/p][p][/p][p]Shaping SPINE Together[/p][p]Your feedback had the greatest impact on SPINE's development. We received many comments on what we should pay special attention to. So we reworked and improved our movement system, and continue to work on it. [/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]New Faces — Old Enemies[/p][p]The enemies in SPINE are not limited to street punks and gang members. At some point, Redline will have to face Tensor's dogs head-on. But you can meet them before she does.[/p][p][/p][p][/p][p]And it’s all because of this little case with Spine itself in it. A rare sight of him doing nothing. Just chilling in case something happens.[/p][p][/p][p][/p][p][/p][hr][/hr][p] [/p][p]SPINE development is getting closer to the finish line. New locations, new enemies, even bosses are dropping into the build, and we’ve got plenty more to show. Stick with us till next month.[/p][p]Drop your questions, tell us what you want to see, and revisit our earlier Development Blogs while you wait. And, of course — hit follow, if you don’t want to miss a thing.[/p][p]
[/p][p]Want more behind-the-scenes?[/p]

🎥 SPINE Development Blog: Cinematic Camera

[h3]Hello, Tensor Citizens![/h3][p][/p][p]Throughout this whole Development Blog series, we’ve always described SPINE as cinematic, where every level feels like a short action movie. But here’s the question: how do we make it feel that way without taking control away from you?[/p][p][/p][p]In today’s devblog, we’re diving into one of the boldest design challenges we’ve taken on in SPINE development: building what our Game Director, Dmitry Pimenov, calls an "action movie within a game." The result is our Intellectual Camera System. It doesn’t just follow the action. It shapes the scene, supports the flow of combat, and knows when to get out of your way.[/p][p][/p][p][/p][h3]🎬 Action That Stays Playable[/h3][p]Let’s face it: cinematic games often shine the brightest when you’re not even touching the controller. But that’s not how we wanted SPINE to feel.[/p][p]From day one, our goal was to make every dramatic moment fully playable — from rooftop duels and train fights to every takedown. You’re not watching the movie. You’re making it happen.[/p][p][/p][p]So we decided to treat our in-game camera like a real object, not just a functional viewfinder. One of our favorite moments? When Redline finishes a wall run and spins into a close-quarters takedown, the camera slides into a low over-the-shoulder angle, just like in a classic Hong Kong shootout. [/p][p][/p][p][/p][p][/p][p]"From the start, we wanted players to feel like they’re part of a live-action scene, not just watching it happen, so the camera had to feel like it was breathing with the action, like a real piece of cinema gear."
— Dmitry Pimenov
[/p][p][/p][p]Our Intellectual Camera System has momentum. It always reacts. For some cases, we even mocapped real camera movement with cinema professionals to capture that realistic feel — the tiny shakes, the imperfect movements, the breathing parallax. All of it adds life.[/p][p][/p][h3]🎥 What Is the Intellectual Camera System?[/h3][p]At its core, it’s a smart system that constantly evaluates what’s happening and picks the best way to show it. We calculate enemy visibility, choose a tactical environment that is useful to the player at the moment, try to avoid obstacles, and frame key actions like you would in a real movie.[/p][p]Here’s a glimpse of what it considers every frame:[/p]
  • [p]Which shoulder gives the clearest view?[/p]
  • [p]Is the player surrounded or flanking?[/p]
  • [p]Will the camera clip through geometry if we rotate here?[/p]
  • [p]Should we push in slightly to emphasize a finisher?[/p]
[p][/p][p]It’s all about keeping the action readable, responsive, and cinematic at the same time.[/p][p]Players always have the option to override. The moment you nudge the right stick, full manual control returns. But internal testing shows most players don’t even think about it — they just feel that it's working. Many of them forget about camera controls, immersing completely into the cinematography of our combat.[/p][p][/p][h3]🎯 Balancing Style and Control[/h3][p]To get it right, we partnered with a real director of photography. He helped us break down why movie cameras feel alive, and we baked that logic into gameplay.[/p][p]We simulate natural camera behavior, including inertia, subtle movement lag, slow push-ins, and realistic positioning, just like in real life.[/p][p]
[/p][p]"Even the imperfections of a real camera add this feeling of authenticity. A slight parallax, a low angle, a moment of instability — that’s what makes it feel alive." — Dmitry Pimenov [/p][p][/p][p]We spent a lot of time tuning the field of view, zoom behavior, and blend timings. When do we take control away from the player? How can we avoid this? All of this was tested across dozens of combat scenarios.[/p][p][/p][h3]🧠 Built from the Ground Up in Unreal Engine 5[/h3][p]We don’t rely on stock camera systems. Everything is built by us, using Unreal Engine 5’s Blueprint system.[/p][p]That means our combat and boss designers and animators can jump in and prototype directly. The camera logic is fully modular — we have different behaviors for boss fights, group encounters, scripted events, staged combat encounters, and finishers.[/p][p]For example:[/p]
  • [p]During boss fights, the camera focuses on telegraphing bosses’ attacks, and gives extra breathing room for the arena.[/p]
  • [p]With multiple enemies, it prioritizes tactical information and threat visibility, and dynamically adapts to flank movements, blending seamlessly into various abilities and finishers.[/p]
[p][/p][p]Blueprints gave us speed and flexibility. Our animation software, Cascadeur, gave us great character movements. Unreal gave us the tools to bring everything together, from logic blocks to visual polish.[/p][p][/p][h3]🎞 Inspired by the Greats[/h3][p]The system wouldn’t exist without the games that inspired us. Uncharted 4’s prison fight. Sifu’s grounded takedowns. Marvel’s Spider-Man and its smart post-effects. We studied all of it.[/p][p][/p][p]And then we started to ask questions: what if we place the camera in the middle of our combat design? What if it moved like it knew what you were about to do, and what you wanted to see?[/p][p]That’s how we ended up with advanced camera movement blending, dynamic shoulder swaps, reactive FOV shifts, and finisher cameras that frame Redline like she’s in a high-octane action flick.[/p][p][/p][h3]🔜 What’s Next?[/h3][p]We’re still tuning. Still testing. Still adding new scenarios. Every new boss, every new level gives us more opportunities to refine how the camera moves, reacts, and supports you.
So the next time you land that slow-mo headshot, know that the camera saw it coming.[/p][p]Want more behind-the-scenes?[/p]