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SPINE Development Blog: Art of Gun Fu

[h2]Hello, Tensor Citizens.[/h2]

As passionate gamers, we don't just develop games, we are part of the gaming community, and we are passionate about talking about the inner workings of game development. This passion, which we share with many gamers, fuels our desire to create games that truly resonate with gamers.

That's why we decided to tell you more about the development progress of SPINE’s various aspects in this blog.
Let's start with what all players see — our visual style, art direction, and of course, Redline's character art.



When creating Redline's appearance, we were primarily focused on the kind of character we wanted to play - not perfect, but appealing. Redline is an unusual girl — brave, courageous and determined. She's not afraid of risk because she's confident, even overconfident at times.
More often than not, however, she gets lucky and gets away with it. We wanted the image to match the main character herself - to be bright and rebellious but not trendy and neat. Life in the Old City is hard, so it would be wrong to create an image of a girl fixated on her appearance.

At the same time, Redline is characterized by self-expression through appearance — spikes on the jacket, patches, brightly colored hair.
We didn't want to make another plastic beauty, although this image is still popular in many other projects.
We think that Redline turned out to be alive and real. Such a girl can go against the whole world for the sake of what is important to her.

This is our approach to all aspects of character design. Characters' appearance should reflect their personality, history, and beliefs. At the end of the day, Redline is fighting the system, and that is the most important trait of her as a character.



There is a contrast between the people of the Tensor system and those who fight against it. Redline has many enemies, but the main antagonist in the game is the leader of Tensor's security forces, the Judge. It was important to develop them in parallel because their differences define each of them in many ways.

The Judge epitomizes the system: rigid, morally questionable, and seeing a selectively bright future. Despite his conservative nature, he embraces the latest technology, as seen in his implants and his own Spine. His image reflects formality, restraint and strict adherence to self-made traditions.
Redline is a passionate artist who protests against injustice and inequality in society. Young and energetic, she represents a future of personal freedom and lack of control.

The difference is noticeable:
the Judge's minimalist and slightly sinister outfit is in stark contrast to Redline's bright and joyful clothing. Her design uses bright reds and blacks to give the image a dynamic feel, while the Judge's colorless costume emphasizes his role as a villain in a soulless authoritarian system.
This way, the visual elements complement the narrative.



But inspiration doesn't just come from ideas and concepts.
Since we have a very diverse team of people of different ages and cultures, we thought it would be interesting if each of our artists brought some small details to the visual design of the game. Thus, environment art and characters were filled with features that make them lively and unique.

For example, that's how weighing scales from someone's childhood appeared in the Market you've seen in our latest gameplay teaser, the costumes of one of the opponents have details of Korean police equipment that the artist saw while on vacation, and so on. The world of cyberpunk is a post-cultural world, and it becomes much more beautiful and exciting when elements from different cultures are mixed in.



When talking about our world and surroundings, we can't help but mention our visual inspirations. Cyberpunk is a rich genre that includes Blade Runner, Ghost in the Shell, Deus Ex, Cyberpunk 2077, Detroit: Become Human and many other amazing works. All of these projects are very inspiring to us, but we wanted to move away from the usual retrofuturism and make our visual language more modern, drawing on current trends in fashion, industrial and graphic design.



When we were thinking about the story, we decided to make it unique and realistic at the same time. We thought about what the near future would look like and how it would be different from what surrounds us today. We didn't want to create a world full of flying cars and cybernetic implants like in science fiction movies. Our main reference points were still action movies like John Wick and Equilibrium.

Since we are making a game about action movie experience, and Gun Fu is an action genre that originated in the East thanks to John Woo, eastern culture is one of the most important sources of inspiration. It's helpful that our team had a lot of experience creating games in that setting, and we tried to transfer it to SPINE.



The main goal here was to create a coherent world and set the visual style's boundaries and rules. The game's original concept included many elements, but not all of them have stood the test of time. For example, initially we decided to go with an active floor design with lights, panels, graphics and animation imprinted on it. However, we were not able to carry this into production, although the special attention to floor design is still present in SPINE.

By removing that feature, we added another — great visual details mixing graffiti and digital imagery. We want the characters and environments to work together — the characters to be distinguishable and the environments to not look pale. And if teams work separately, this is a challenge that can't be met.



So we had a lot of discussions and brainstorming sessions about art design - and as a result, detailed guidelines covering all these topics were born. The character guidelines include details such as the proportions of color palettes for different social groups, the nature of geometric shapes for costumes, weapons, even tattoos, makeup and accessories.



They helped us a lot in making choices during the development process, while having enough material to create sequels and expand the SPINE universe in the future. It's probably this attention to detail and world-building that has allowed us to create a successful series of games in the past and has brought SPINE to the attention of our current partners like Story Kitchen.
[hr][/hr]
This material is based on an interview with Art Director Alexander Nemov & Lead Character Artist Olga Ivanova for the Creative Bloq website.

https://store.steampowered.com/app/1731290/SPINE/

SPINE Q&A: Ep. 1

Our city operates on the principles of open dialogue.
That's why we asked you on our socials to send us any questions you want to know about SPINE. The result was unexpected — we received more than 300 Qs across Discord, X (formerly Twitter) & YouTube.
It took us a little time to process such a number, but we selected the hottest one and addressed them to SPINE producer Dmitry Pimenov.

This is our first Q&A episode, so let's get down to business!

  • Can we expect Redline voice lines? Or is she a silent protagonist?
    Originally posted by Dmitry
    Absolutely!
    Since we initially agreed to treat our action game as a real blockbuster movie, the voice acting for the main character holds immense importance for us. Currently, we're actively casting an actress for the role.

  • Will we be able to customize or have more outfits?
    Yes, definitely!
    Stay tuned for more updates on this.

  • Does the AI that helps Redline have any other use other than narrative purposes?
    The city, where everything unfolds, is governed by an AGI called Tensor, and Redline has her own sentient AI combat assistant — Spine. The theme of AI-human interaction lies at the core of our narrative.

    As designers, we believe that if you want to tell a story in the game, use everything that the game can afford for that. So expect Spine to work on all levels: narrative, gameplay, and the ability progression system of the main character.

  • Are there multiple playable characters?
    We're highly focused on narrating the tale of Redline. She's the character we've always wanted to tell a story about: charismatic, adventurous, with a 'act now, think later' approach.

    However, we created the SPINE universe so we'll be able to tell more stories of various characters across different timelines.
    For instance, you can check out our webtoon, which is an indirect prequel and tells the story of slightly different group of characters: Bullet Dancers

  • Will Shiva still be in this single player version of SPINE, and if so what will be her role since Redline is now the protagonist? Will Micki and the others from the comic make an appearance in the game too?
    You'll definitely meet some familiar characters as the story unfolds.

  • It will be an open-world game? The style with fighting and gunshots reminds me of Oni, an old PC game that I love.
    It's great that many people remember Oni, which was one of the inspirations to us!

    No, we won't have an open world. Instead, our focus is on providing our players a very intense, emotional game with a strong storyline, which is not watered down by excessive playtime and grind.
    As gamers ourselves, we are tired of lengthy prolonged games and are now seeking more unique gameplay experiences, that we'll be happy to deliver.

  • How much of a focus will the game have on the story?
    Let's put it this way: SPINE is focused on action movie feeling of cool combat with guns and camerawork. Everything else is pure narrative and storytelling :)
    The story is always crucial for capturing that movie feeling as well, especially as we plan on expanding our universe.
    I hope that answers your question.

  • Does SPINE story take place in the same universe as Vector?
    Maybe ;)

  • Animator here, I want to know if you'll tune the animations further.
    She animates smoothly but her attacks lack impact, the transition frames could be sped up while lingering on the anticipation and follow through frames + secondary animation with physics for her coat and body.
    Oh yeah! That's a great and very insightful question.
    I'm glad that people are diving deep into animations and bringing up these questions.

    With our previous trailer, we wanted to start collecting more feedback from gamers and initiate a dialogue with our community early on. One of the topics that the community has raised is the fluidity of the combat moveset and the responsiveness of character controls. We're directly addressing these issues right now and will fix them this summer. Redline will become more responsive and agile, and the pace of the game will even out and speed up.

    As for secondary animation, it depends on the character model, which we plan to fine-tune in the coming months (we're transitioning to an updated animation skeleton right now). Things like this (physics simulation etc.) will be improved all the way until the game's release.

  • Will we be able to upgrade our combat skills, and level up our character? And also will we be able to customize our guns?
    We think this is a very important topic of our design, so we will definitely talk about it in more detail soon.

  • Will there be accessibility settings to simplify the game for disabled people?
    One of our core game design philosophies in developing SPINE is to make the beat 'em up genre more accessible and interesting to everyone, as we feel like these types of games are often overlooked by many players.
    That's why we want to take special care of this aspect and welcome input from our players.
    What accessibility options do you expect from modern action games?
    Please share your thoughts in the comments.

  • Is SPINE going to be playable on the Steam Deck?
    Yes, since I have a personal interest in it — it's one of my favorite gaming devices right now. I also play early dev versions of SPINE on it from time to time.

    We'll pay special attention to comfortable game performance at release.


  • During your development, what would you say was the biggest roadblock?
    Our main roadblock is always our animation ambitions.
    Our team of animators is amazing, and we have some cool tools like Cascadeur, which increase the performance and quality of our animation production.
    But that leads to us having hundreds and hundreds of animations. There's always something to mocap, block out, or polish, and our technical design team is flooded with content to integrate into our game

    But our goal is to make SPINE another demonstration that smaller teams can achieve AAA-quality animations with the help of Cascadeur!

  • How long it takes this game to complete and will there be anything for replayability?
    We strongly believe that gamers want more unique and emotionally engaging gameplay experiences.
    That's why we're creating a game that will guarantee you a few weekends full of action and fun, with some replayability features that I think are expected in our genre — such as a Hardcore Game Mode and New Game Plus.

  • The game looks amazing so far and has hit my interests!
    But my question is why make a gun fu game? What brought you to this type of game?
    In short, when you work a lot with animation-based games, you always want to add more features to your next game which would emphasize the animations.
    That's why we decided to work more with in-game cameras. And camerawork leads you to the idea of taking inspiration from famous action movies. In the past, we worked for more than 10 years with martial arts animations and we really wished to work with firearms as well.

    Sum it up — and you have an idea of a Gun Fu game. Gun Fu is an incredibly fun genre of action, so the idea of it immediately resonated with all of our teams.

    However, this topic also deserves a more in-depth discussion, so expect a devblog about it.
  • How do you learn to design and animate these beautiful martial arts-inspired fight choreographies, and how do you suspend the audience's disbelief of their realism when they involve guns?
    I assume you research a lot of martial arts and also use camera trickery.
    You're right, we're looking for inspiration everywhere.
    We watch movies together every week, deconstructing a lot of references. Additionally, our lead animators worked for a long time on our previous games, which featured parkour and martial arts, and some of them are even practicing martial arts themselves.
    We also work with actual movie specialists — stuntmen and one talented director of photography. These collaborations give us some amazing insights, and we can't wait to share with you more information on that later.
  • I know this is early to say, but are you planning to release physical version of the game in the future?
    Indeed, it's quite early to answer that question, as this depends on our publishing approach which is not set in stone at the moment.
    As a gamer myself, I'm well aware of the importance of having a physical copy of the game, being able to smell the disc's plastic packaging, and truly owning the game instead of ‘renting’ it, if you know what I mean.
  • When it's gonna be released?
    We're not able to announce a release date just yet, but we have plenty to share to keep you immersed in the world of SPINE while we all eagerly await that moment.
  • Can we expect some artbooks or guide books or whatever like these?
    We love the way the game's art turns out. Besides, we have a ton of it — so we would be happy to share it with you in one form or another and we will definitely consider the idea of an art book, in some “fan kit”, for example.

    Thanks for the idea!
  • Will there be a demo before the game release?
    We're considering it.
    The way we design the game — it's going to be a rollercoaster of gun fu emotions, so I guess the demo featuring the first gameplay missions would work quite well and leave you wanting more.
    However, the final decision will depend on our publishing approach, which hasn't been finalized yet.
  • I've no questions, I hope y'all are ok and have a good work-life balance.
    That's all. Keep up the good work.
    Thanks! Sending love to all of our community.
    Don't forget to rest and play cool video games!

[hr][/hr]
Thank you so much for so many insightful questions.
Stay tuned, because we have many more insights into SPINE development progress that we can't wait to share with you and 2nd episode of our Q&A, of course.

Stay Gun Fu!
SPINE Team


https://store.steampowered.com/app/1731290/SPINE/

SPINE goes to Hollywood!

[h3]Hello, Tensor citizens![/h3]

We’re thrilled to team up with Story Kitchen for a Live-Action Feature Film adaptation of SPINE.
This team is known for the Sonic The Hedgehog movie, Tomb Raider on Netflix, and an upcoming live-action adaptation of Sifu, on which they're working with John Wick's creator, Derek Kolstad.

Once our new partners said:
Originally posted by author
When we first learned of this upcoming game from Nekki, we lost our collective minds and had to find a way to partner...SPINE, with its main character, ‘Redline’, could not be more badass!
We immediately realized that it was a match made in heaven and our teams shared the same rebellious spirit. We’re very humbled by this faith in our game, and sure as hell, this Live-Action Adaptation will be a great addition to our SPINEverse.

So stay tuned for more updates to come!

And one last question:
What is your perfect fan cast for the main role of our Gun Fu Waifu – Redline?

New SPINE Early Gameplay Teaser



Last Thursday, we were thrilled to be a part of the Future Games Show hosted by GamesRadar+. And since we received tons of requests for more gameplay, we cooked up and released the brand-new early gameplay teaser you’ve all been waiting for.

This time, Redline battles enemies in a completely new location you've never seen before — the Market. Get ready for highly cinematic gunfights with even more epic animations! Redline's on fire, tearing through enemies like there's no tomorrow!

[h3]Check it out:[/h3]

[previewyoutube][/previewyoutube]

[h2]Holy Sh*t, Bro! She Killed Tony![/h2]

Right after the teaser premiere, Tony’s untimely death sparked a massive meme reaction on X / Twitter, leading us to declare March 22nd — Tony’s Memorial Day. We’re sharing some drafts and sketches in his memory.

Press F for Tony 🫡



[h2]The Girl Who Brings Gun Fu To The Next Level[/h2]

It wouldn’t be fair to drop Tony’s sketches without sharing the main character concepts. So here we are, presenting the one and only Redline!







[h2]When?[/h2]

That’s all for today! Make sure you’re ready to dive into SPINE on launch day — wishlist SPINE:

https://store.steampowered.com/app/1731290/SPINE/

Is Spine on Game Pass?

Is Spine on Game Pass? Channel your inner John Wick and sharpen up your 'gun fu' skills as Redline, a rebellious street artist with a bone to pick with society. In this near-future Cyberpunk world, Redline must deal with the oppressive AI regime that has control over everything. Luckily, she's got a trick up her sleeve which is guaranteed to level the odds.


In this action game, Redline's combat abilities have been drastically enhanced with a combat implant called Spine. With her newly found fighting skills, she can karate chop and blast her way out of any dangerous situation. Nekki, the developer behind the indie game, is known for its smash-hits on mobile devices, including Shadow Fight and the Vector series. Here's everything we know about whether Spine is coming to Game Pass.


Read the rest of the story...


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