We have data on 230 companies that use Spine Animation. The companies using Spine Animation are most often found in United States and in the Computer Games industry. Spine Animation is most often used by companies with 10-50 employees and 1M-10M dollars in revenue. Our data for Spine Animation usage goes back as far as 3 years and 5 months.
|Company||Big Fish Games|
|Big Fish Games||bigfishgames.com||United States||100M-200M||500-1000|
We use the best indexing techniques combined with advanced data science to monitor the market share of over 15,000 technology products, including 3D Computer Graphics. By scanning billions of public documents, we are able to collect deep insights on every company, with over 100 data fields per company at an average. In the 3D Computer Graphics category, Spine Animation has a market share of about 0.8%. Other major and competing products in this category include:
Spine Animation is a 2D skeletal animation tool for game development and other animation projects. It provides a workflow and tools for creating, redefining 2D animation and for integrating it into games.
Looking at Spine Animation customers by industry, we find that Computer Games (31%), Computer Software (11%), Information Technology and Services (10%), Gambling & Casinos (9%) and Entertainment (5%) are the largest segments.
33% of Spine Animation customers are in United States, 7% are in India, 7% are in United Kingdom and 6% are in Canada.
Of all the customers that are using Spine Animation, 35% are small (<50 employees), 48% are medium-sized and 13% are large (>1000 employees).
Of all the customers that are using Spine Animation, a majority (72%) are small (<$50M), 13% are large (>$1000M) and 7% are medium-sized.