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HIBANA火花

A cel-shaded 3D fighting game that runs in your browser. Every fighter, move, stage, song and voice was generated on Scenario, then assembled into a game by an AI agent in three days.

Free · keyboard or gamepad · four fighters, a world tour and a final boss

  • 5Fighters
  • 119Motion clips
  • 5Stages
  • 5Songs
  • 5Spoken languages
  • 118Sounds

One image in, one fighter out

Each fighter starts as a single piece of art. No sculpting, no hand rigging: three Scenario models take it from a flat picture to a skeleton ready for animation.

  1. Concept art

    A reference picture of the fighter.

  2. Character sheetGPT Image 2.5

    A clean, front-facing sheet.

  3. 3D modelTripo P2

    A textured model of about 40,000 triangles.

  4. RigUthana Character Rigging

    A 52-bone humanoid skeleton.

  5. Moves as videoKling V3

    One still in, one short take out.

  6. MotionUthana Video to Motion

    The take becomes animation on the fighter.

  7. The gameThree.js

    Frames, hitboxes, shaders, sound.

StyleStreet karateHomeTokyoVoiceJapanese
Ren in a red vest and black trousers, standing in a karate guard
In the game. Fireball at range, the Tenkū uppercut against jumps.
Character sheet of Ren: front, side and back views
Character sheet. GPT Image 2.5 turned the concept into a front-facing sheet.
3D model. Tripo P2 built it from the sheet.

Animation is just video

Animation is the hardest part of a fighting game. Instead of keyframing by hand, every move starts as a short video.

Kling V3 animates a reference actor from a single still frame. Uthana Video to Motion then reads that video and writes the motion straight onto the fighter's own skeleton. Thirteen shared moves were shot once and reused by all four fighters. Each fighter's signature moves got their own take.

Shared moves. Four of the thirteen takes (sweep, throw, knockdown, hit reaction), shot once with the reference actor and used by all four fighters.
Aú Martelo. A capoeira cartwheel kick, from video to a playable special.
Hélice. A handstand spin with four hits, shot as one 5-second video.

What you see is what hits

A video clip is not a fighting-game move until it has frames. Every clip is retimed into 60-frames-per-second game frames: startup, active and recovery.

Hitboxes follow the real bones. The green spheres are where a fighter can be hit; a red sphere is a strike. Both sit on the animated skeleton, so the animation and the damage cannot drift apart.
Frame data, in 60 frames per second
MoveFramesStartAct.Rec.Dmg
Frame data needs JavaScript.

A home stage for every fighter

Tokyo, Foshan, Salvador, Paris and Sapporo. A painted backdrop and a tiling floor were generated for each, then lit, fogged and graded to match. Press play to hear each stage's song.

A rooftop dojo above a neon city at sunset

Neon DuskTokyo · Ren

Generated wooden floor tile
A moonlit kung fu hall courtyard in Foshan

Moonlit KwoonFoshan · Lian

Generated stone floor tile
The Pelourinho square in Salvador at dusk

Largo do PelourinhoSalvador · Kauã

Generated cobblestone floor tile
The quays of the Seine in Paris at night

Quai de SeineParis · Lucien

Generated paving floor tile
A snowy winter festival by a frozen pond in Sapporo

Odori Winter FestivalSapporo · Yuki

Generated frozen floor tile
Arcade mode flies you around the world. A plane crosses a dot-matrix map to each opponent's hometown before the fight. The map itself is drawn from open geography data.
The title screen is a game scene. Frozen clashes on the real stages, with a cinematic camera that slows into the impact.

Every fighter speaks their own language

Japanese, Cantonese, Brazilian Portuguese, French and English. Voices came from Gemini and Qwen text to speech, and every special move calls its own name.

RenJapanese · Gemini 3.8 Flash TTS

LianCantonese · Qwen Audio 3.0 TTS

KauãBrazilian Portuguese · Gemini 3.8 Flash TTS

LucienFrench · Gemini 3.8 Flash TTS

YukiEnglish · Gemini 3.8 Flash TTS

Special moves get a signature

Fireball. A cel-shaded flame, drawn in a shader.
Lin Wan Kuen. Six chained punches with colored ribbon trails.
Hélice. A short super freeze, then four hits.
Triple Fouetté. The ribbon trail is in the colors of the French flag.

The final boss: Yuki

Beat the three other fighters in arcade mode and you reach Sapporo. Yuki fights with martial arts, and her three specials are winter magic.

She arrived as a file

Yuki is a mascot character that came as a quad-mesh FBX with layered facial expressions. For the web, the agent baked the body and a neutral face into one 2,048-pixel texture atlas and exported a single-material model.

Uthana Character Rigging then gave her the same 52-bone skeleton as the other fighters, so every clip in the game would fit her.

Yuki in a T-pose: white cropped jacket, white cargo trousers, black boots and gloves, silver hair in a bun
The supplied model, rendered in Blender.
The baked texture atlas for Yuki
One atlas for the whole character.

Eleven videos, then twenty-four moves

Her walks, punches and kicks were shot as plain martial arts. Magic appears only in the three specials: a frost bolt, three ice pillars in a row and a blizzard. Kling V3 produced eleven takes from one still of the reference actor. Uthana Video to Motion turned them, together with the shared moves such as crouching, blocking and getting hit, into 24 clips on her skeleton.

A contact sheet of eleven Kling takes: idle, walks, punches, kicks, three spell casts and a victory pose
The eleven Kling takes as a contact sheet.

Three spells, each from a video

On the left of each pair is the Kling take. On the right, the move running in the game with its hitbox timing, the ice colors, the pillars and the snow.

Frost Bolt. A projectile with its own ice palette.
Ice Pillars. Three spikes erupt in a row and launch.
Blizzard. A four-hit storm that ends in a knockdown.

Fixing what a rig cannot

Automatic rigging bent her long braid into a tangled shape and stretched the straps on her trousers like a pole. The straps were removed. The braid was rebuilt from the original mesh, shortened, and given its own chain of bones that swings in the game like a rope. The puffy sleeves also sank into her torso, so her shoulders are nudged outward in every pose.

Yuki in a punch, her arm clear of her jacket, with the braid hanging behind her
After the fixes. Arms clear of the body, braid behind.

Her stage, her song, her voice

GPT Image 2.5 painted the Sapporo winter festival and its frozen floor tile. ElevenLabs Music v2.5 made her boss theme. Gemini 3.8 Flash TTS gave her an English voice that calls out each spell. She has 50% more health than the others and fights harder than the standard CPU.

The boss fight, captured from the game.

Make your own

Hibana was built over three days, from 30 September to 2 October 2026, by Claude Code calling Scenario through Scenario MCP. The same tools are open to you.

The making-of

Ten illustrated pages on how the fighters, moves, stages and Yuki were made, with the models and the job costs behind the boss.

Read the making-of (PDF)

Scenario MCP

Connect an agent to Scenario and let it generate, edit and organize images, video, 3D, audio and more.

Connect Scenario MCP

Scenario Skills

Tested recipes for agents: game assets, sprite animation, 3D, storyboards, audio and more.

Browse the skills

Models used

Ready to fight?

Pick a fighter, fly around the world and see if you can beat Yuki. Then make something of your own.