Solo dev from Guayaquil, Ecuador. I wanted to see how far generative AI could push a small team of one, so I built a 3D street fighting game with 10 characters in about 3 days. Here is exactly how the pipeline worked.
- Characters (Meshy) **
All 10 fighters were generated in Meshy from text and image prompts. The raw meshes were cleaned and decimated with Blender Python scripts before rigging.
**2. Rigging and animation (Mixamo)**
Auto-rigged in Mixamo, with around 13 fight animations per character (strikes, kicks, specials, supers, hit reactions, knockdowns).
**3. Technical pipeline (Claude + Blender Python)**
This was the hardest part, and where Claude did the heavy lifting. It wrote scripts that:
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retarget every animation with a world-space pose copy plus arm IK, fixing the collapsed elbows and shoulders Mixamo often produces
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transfer skin weights from the rigged low-poly onto the original high-res Meshy mesh, protecting the hands and face
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export everything to Godot in HD with 60 fps animation and proper texture and normal-map import settings
**4. Gameplay (Godot 4 + Claude)**
Fighting engine written in GDScript with Claude: frame data with startup, active and recovery frames per move, hitboxes driven by bone positions, cancel chains, juggles, command inputs (quarter-circle and dragon punch), cinematic supers, CPU AI, rounds, menus and character select.
**5. Trailer**
Every shot was recorded in-engine with Godot's Movie Maker using scripted cameras: first-person, orbit, low-angle and bullet-time freezes. Claude then edited it to the beat of my original track with a Python and ffmpeg editor.
**Takeaway**
AI didn't replace the design work. Direction, the feel of each fight, testing and the music were mine. But it removed weeks of technical grind, especially retargeting and engine code.
Trailer: https://www.youtube.com/watch?v=vB6ENO--Ww0
Beta coming soon (free) on itch.io: https://bad-boys-r.itch.io/underthrone
profile: https://bad-boys-r.itch.io/
Happy to answer questions about any step of the pipeline.
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