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Mastering Estimation: Spine 2D Animation

Updated: Feb 2


a kid playing chess and thinking

Estimating projects accurately is one of the toughest challenges freelancers face. If you are a spine 2d animator, a 2d animator, or an artist working independently, you know how easy it is to underestimate the time and effort a project requires. This can lead to missed deadlines, lost income, and frustrated clients. On the other hand, overestimating can price you out of opportunities. Learning how to estimate projects well will help you build trust, manage your workload, and grow your freelance career



Before you estimate Spine 2D animation project


Take your time when meeting the client and really listen to what they have to say. Do not drop any estimations initially that is very unprofessional. Once you've got all the info, go through the materials carefully so you can come up with a quote that's too good for them to turn down. Here's a detailed checklist to help you better estimate a project:


Check source files, organizing and exporting art takes 40-60% of the work


If they haven't provided the artwork yet but still request an estimate, that's fine. Set the price, but inform them that you might charge an additional 20% if the PSD file doesn't look promising. And If their PSD looks ugly let them know most of the time they are willing to fix and learn


Review the briefing


  • Exact list of the animations

  • Duration or frame count of the animation

  • Is it loopable? sometimes they think its a single animation but it needs in-loop-out sections that should connect seamlessly

  • Do they have references for each animation? maybe AI generated animations that needs to be done in Spine

  • Is there any technical limitation?

  • Is there a particular version of Spine they require you to work with? I'd be frustrated if they asked me to use version 3.7, as some still do. So, make sure to ask extra pay for that and explain why, be transparent.


Study your Client


Is there someone experienced who can guide you and from whom you can learn? Or is this their first project, meaning you'll have to redo many things because they weren't clear about what they wanted?


I got to work with an experienced 3D animator from Nickelodeon. When I was struggling to meet a deadline, he jumped in and whipped up an animation in Spine to help me out and speed things up. The fun part? It was his first time using Spine, and he didn't know where the curves or other important tools were, just timelines and keys. I watched magic unfold right in front of me as I went through his creation. No curves, a messy timeline, but the animation was so dynamic and expressive! That lesson was priceless for me. I learned that easings are really not important if you know how to animate you can just key your easings on the fly without relying on Spine's curves.


Strict Deadline?


  • Deadlines will push you to spend more time planning better. If you find you can't make the deadline, don't give up, team up! Tell them you can put together the rig and full blocking so they can test it in their prototype before the deadline. While they're doing that, you can focus on the in-betweens and fine-tune the details, even if it means extending the deadline a bit. I'm sure they'll be on board with that.

  • The great thing about tight deadlines is you finish fast and get paid quicker.

  • Watch out for projects without deadlines. Sure, they're slow-paced, but they can also hit you with endless feedback that seems never-ending.


Do they require NDA?


  • If there is no NDA you can share your work and get recognition and more clients.

  • Even if you're under an NDA, clients usually don't mind if you share your work as long as it's password-protected or unlisted on YouTube.

  • NDA does not last forever ask them once in a while if you can share your works


What is your current workload


Get ready for what's ahead. Always have something lined up to work on. If you notice your current project is wrapping up, reach out to your inactive clients and ask if they have any work. If you find yourself without a project, take whatever comes your way at a reasonable price. Don't waste time waiting for the perfect opportunity


Does the project interest you?


  • Engaging or challenging projects can be beneficial, allowing you to learn, have fun, and improve.

  • Imagine working on a project with 98 awesome and unique characters that just need rigging and idle animations. It's perfect for your portfolio and so easy to handle that you can do it while chilling out between more complex tasks that demand all your creativity and focus.

  • Some projects might not need much creativity, like adding 10 skins to something that's already there, without any animations. It might sound boring, but think about it this way: you can catch up on a show or listen to a podcast while you're doing these repetitive tasks. So, maybe consider lowering the price


Is there potential for long term collaboration?


Some clients may simply vanish after the project is finished, even if you provide the best animation.


Make sure to lower your quote if you see there is a real opportunity to become an official vendor for a big studio. This means that even if the project ends in the future they will more likely find you in their vendors list and contact rather than just looking for another animator


Split the project into smaller tasks


It's really hard to estimate Spine 2D animation project accurately, so break it down and estimate each task individually


Lets say if you have a single character with 2 animations and 5 skins. If you estimate that task just as is you will most likely be off 15%. Instead of proposing 1000€ for that character tell them this

  • Preparing Source files 350€

  • Setting up Skins - 130€

  • Rigging the bones and meshes - 120€

  • Animation1 - 80€

  • Animation2 - 320€


This breakdown will show the client that you're on top of your pricing, helping them better plan future content they might send over. The thing is, most clients don't realize that working with source files or skins takes time. They often wonder why two animations cost 1000€. Now, they can see that animations aren't actually that expensive and might ask you to add few more animations as variations.


The downside of breaking into smaller tasks if they might see some part of the work is expensive and try to delegate that to their own animators just to cut the price so they will try to optimize the budget but that will hurt you.


Clear communication builds trust and helps avoid disputes later.


Use Past Projects as a Benchmark


If you have worked on similar projects before, use those experiences to guide your estimates. Look back at how long each phase took and what challenges you faced. For spine animators, comparing the rigging time or animation complexity of past projects can provide a solid baseline.


If you are new to freelancing or a specific type of animation, consider doing a small test project or prototype first. This will give you real data to base your estimates on.


Add Buffers for Unexpected Issues


No matter how well you plan, unexpected problems happen. Software glitches, client changes, or creative blocks can slow you down. Add a buffer of 10-20% extra time to your estimate to cover these risks. This buffer protects your schedule and reduces stress.


Respect your clients


Congrats on landing the task!


Remember, you're not just an animator, you're there to deliver an emotional experience to the end user. If you notice the client is having trouble integrating your files, make sure to be there for them and help them out how you can. Think of it like this: your job is done once you see your animations in the game and you are happy


Clients really appreciate updates. Make sure to share the progress every day, even if nothing major happened. They want to hear from you, even if you took a day off.


After you wrap up your animations, don't just send over screen recordings, GIFs, or Spine projects unless they specifically ask for those. Instead, create an awesome preview where the client can see your animation in action. Ask for a screenshot from the game and place your character in it at the right size to give a proper context


Keep Learning and Improving Your Estimates


Project estimation is a skill that improves with practice. After each project, review what went well and what didn’t. Ask yourself:


  • Did I underestimate or overestimate time?

  • Were there unexpected challenges?

  • How did client communication affect the process?

Use these insights to refine your approach. Join communities of spine animators and 2d animators to share tips and learn from others’ experiences


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Mega Vaha
Mega Vaha
Feb 02
Rated 5 out of 5 stars.

Arman, thank you for this article. I add my 5 cents: 1. I always track the time spent at each stage of animation development, from preparing art in Photoshop to exporting animations into JSON/atlas. I use the Clockify app - it has a standalone time-tracking application and a web panel for reports/managing. 2. Everyday update for the client is good, but in my extensive experience I have many cases when client look at my blocking and thought its final animation, or its animation that will finally look as in the blocking (but blocking is without breakdowns, polished timings, arcs, offsets etc.), so client would get freaked out by these animations, start writing big sheets of revisions. So I recommend be careful to…

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Thanks for the comment Mega Vaha. Nice I also use clockify with two of my clients.

I don't say send updates but update them how is the progress, tell them still in progress but made blocking took me 2 hours need another 3 hours to finish

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Amol
Feb 01
Rated 5 out of 5 stars.

Really enjoyed your insights on estimating Spine 2D animation projects! 💡 much needed for anyone serious about improving their workflow and client relationships! 👏🔥

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Thank you Amol!

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