01
Game 01
Portrait Info Page

I separated the artwork into independent animation-ready parts, including characters, UI elements, props, highlights and visual effects.
I rebuilt hidden areas and overlapping joints to prevent visible gaps during rotation, scaling, mesh deformation and character movement.
I grouped layers by function, arranged the correct visual order and applied consistent unique names for predictable Spine asset import.
I checked transparency, layer bounds, rasterized effects, dimensions, color mode, and overlaps before handing final assets to animation.
I reviewed source sprites, removed unnecessary duplicates, and checked dimensions, transparency, and naming before packing.
I packed related game assets into efficient texture atlases, balancing texture dimensions, available space, and visual quality.
I exported 1.0×, 0.75×, and 0.5× versions to support different screen resolutions, devices, and performance targets.
I verified sprite bounds, transparent edges, naming, texture files, and atlas data before delivering the final package to developers.
Production-ready atlas packages that reduced unnecessary texture weight, supported responsive asset delivery, and improved game loading without visible loss of visual quality.