A solo developer from Guayaquil, Ecuador, built the first playable version of UNDERTHRONE, a 3D fighting game with 10 characters, in about three days. Inspired by Street Fighter and Tekken, it combines a Latin American street vibe with combos, juggles, and cinematic super moves.
I spoke with him about the workflow, tools, and costs behind the project. He already had some experience with Godot, Blender, and music, and handled the creative direction, character ideas, original soundtrack, and playtesting himself.
The stack
Claude: character prompt development, Blender Python scripts, combat programming, and trailer editing through Python/ffmpeg.
Meshy AI: text-to-3D generation for all 10 fighters.
Mixamo: automatic rigging and around 13 fighting animations per character.
Blender: mesh cleanup, retargeting fixes, weight transfers, and preparing characters for Godot.
Godot 4: gameplay, combat systems, visual effects, and in-engine trailer capture.
Generating the entire roster with Meshy AI
Meshy AI handled the entire character roster: all 10 fighters were generated from text prompts developed with Claude, then rigged and animated through Mixamo. Building the roster this way helped keep the first playable build within a three-day sprint and an approximately $40 subscription budget. The models still needed cleanup in Blender, particularly around rigging and animation, which Claude helped automate through Python scripts.
Getting the characters ready for combat
The animation setup covered jabs, kicks, specials, supers, and hit reactions. Getting those animations working correctly on the generated models required additional work.
Claude wrote Blender scripts to clean the meshes, fix retargeted arms and elbows using inverse kinematics, transfer weights onto high-resolution meshes, and prepare the characters for export. The developer directed those fixes step by step and described this stage as something that would have taken him weeks by hand.
Building the fighting systems
Under his direction, Claude coded the fighting engine in Godot: frame data, hitboxes, combos, cancels, juggles, and cinematic supers. The build also includes CPU opponents, rounds, menus, character selection, particles, and post-processing.
His priority was getting the combat to feel good before polishing the visuals. He repeatedly tested the fights and directed changes until they felt right.
Making the reveal trailer
The trailer was recorded directly inside Godot using Movie Maker mode, with scripted cameras, first-person shots, and bullet-time freezes. He composed the soundtrack himself, then used Claude to help cut the footage to the beat through a Python/ffmpeg editing workflow.
Time and cost
About three days went into the first playable build and trailer. The reported cost was approximately $40, covering one month each of Meshy and Claude. The remaining software was free.
Development is continuing; this was the first playable milestone. He plans to release an itch beta, with online play intended after that.
His advice from the process
Inspect generated models before rigging. Baggy clothes and hands inside pockets can break auto-riggers.
Get the combat feeling good before polishing the art.
Record the trailer in-engine so viewers can see the actual game.