I’m AO Takema, a 2D Spine animator and illustrator based in Taiwan with around five years of professional game-industry experience. My focus is creating game-ready SD character combat animations in Spine—handling setup, rigging, meshes and weights, then building everything from idles and attacks to hit reactions, skill motions, and performance-ready acting. After moving into freelance work, I’ve continued producing Spine animation for studios and illustrators, including R18/NSFW character CG animation. I can also support broader 2D character production and asset preparation, so I’m comfortable joining at different stages and collaborating with existing illustration composition and in-game staging.…

AO Takema

I’m AO Takema, a 2D Spine animator and illustrator based in Taiwan with around five years of professional game-industry experience. My focus is creating game-ready SD character combat animations in Spine—handling setup, rigging, meshes and weights, then building everything from idles and attacks to hit reactions, skill motions, and performance-ready acting. After moving into freelance work, I’ve continued producing Spine animation for studios and illustrators, including R18/NSFW character CG animation. I can also support broader 2D character production and asset preparation, so I’m comfortable joining at different stages and collaborating with existing illustration composition and in-game staging.…

Available to hire

I’m AO Takema, a 2D Spine animator and illustrator based in Taiwan with around five years of professional game-industry experience. My focus is creating game-ready SD character combat animations in Spine—handling setup, rigging, meshes and weights, then building everything from idles and attacks to hit reactions, skill motions, and performance-ready acting.

After moving into freelance work, I’ve continued producing Spine animation for studios and illustrators, including R18/NSFW character CG animation. I can also support broader 2D character production and asset preparation, so I’m comfortable joining at different stages and collaborating with existing illustration composition and in-game staging.

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Work Experience

Freelance Spine Animator
January 2, 2024 - Present
Freelance Spine production for game studios and illustrators, including adult/R18 content and character CG animation. Tasks included Spine setup, rigging, mesh and weight work, loop animation, facial and body animation, and tailoring motion to existing illustration composition and staging. Also supported animation/acting performance with implementation-aware optimization for production use.
2D / Spine Animator at Game Studio
January 1, 2020 - January 1, 2024
Responsible mainly for Spine-based SD character battle animations for game projects. Duties included Spine character animation (idle, attack, skill, hit-reaction, and combat motions), character setup and rigging, mesh and weight adjustment, and directing animation to match each character’s personality and combat style. Work was adjusted with real-time game use in mind, including iterative refinement based on gameplay motion needs.

Education

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Qualifications

Industry Experience

Gaming, Media & Entertainment
    Blue Archive – Game Character Animation | Spine 2D
    Spine 2D character animation created for a Blue Archive-style game character. I handled the Spine setup, rigging, meshes and weights, and character animation, with a focus on clear motion and game-ready presentation. Spine 2D / Character Rigging / Game Animation / Character Motion…
    Slay the Spire 2 – Raye Character MOD | Spine 2D Animation
    A custom character MOD for Slay the Spire 2, created with Spine and implemented in Godot. I worked on the character assets, rigging, meshes and weights, combat animations, VFX, and in-game implementation. Animations include idle, normal attack, heavy attack, skill, hit, defeat, campfire, character select, and other gameplay animations. Spine / Godot / 2D Character Animation / Combat Animation / VFX…