AI-Built Anime Fighter: Select, Battle, Win
A screen-recorded platform-fighter demo that moves from a six-character menu through a full match to a clear winner screen.
Starter prompt / by Refs
The creator shared no short prompt. This is ours for making a film like it with Claude.
In Roblox Studio, script an anime platform fighter in the spirit of Smash Bros with Luau, pulling arenas and props from the free Toolbox. Design a sleek dark fighter-select screen with six original anime-inspired fighters, each with basic, special and ultimate moves, plus match settings for CPU count, CPU level and stocks. Damage percentages should raise knockback, and fighters lose a stock when launched past the blast zone. Add hit sparks, camera shake and a victory screen, then playtest a full match against CPUs.
Field notes / why it works
The first three seconds populate a six-fighter menu and changing move preview, making the scope of the game visible immediately. A roughly 110-second match shows the mechanics in motion, then the edit accelerates into rapid impact shots around 1:55 and 2:02 before holding the winner and results for 7.6 seconds.
Plate 01 / The format in one breath
A silent, screen-recorded proof of an interactive platform fighter. It starts with a polished six-fighter menu, shows an actual match with special attacks and damage meters, then resolves to a results screen. The viewer gets both a quick feature tour and evidence that the game runs.
Why it works
- By 0:00.5, six selectable fighter cards are filling in; by 0:07.7 the player has locked a choice. The interface demonstrates breadth without a narrated feature list.
- The 0:15–2:05 match supplies proof of play: a side-view arena, changing damage percentages, knockback, and distinct blue and red special effects.
- The edit accelerates during the finish: seven cuts in the 1:50–2:00 interval, then six in the 2:00–2:10 interval, before a held winner card at 2:05.8.
Plate 02 / Format card
| Reference | |
|---|---|
| Platform · aspect · length | X · 932 × 720, roughly 4:3 · 2:13.4 · 30 fps |
| Pace | 30 measured shots; 29 cuts; 13.0–14.8 cuts/min allowing uncertain flashes; mean shot 4.45 s, median 1.76 s; about 14.8 picture changes/min |
| Script | No reliable spoken words; the automated transcript labels music as speech. Meaning comes from the UI and play. |
| Voice | None audible in the supplied measurements; use no narrator for this format. |
| On screen | About 12% fighter-select UI, 82% side-view gameplay, 6% results (from shot times). |
| Captions | No timed speech captions. Built-in game labels, ability names, damage meters, and centered attack callouts do the explaining. |
| Sound | Music-led game audio, described by detection as intro then intense music; no reliable cut-synced SFX pattern. Integrated −13.1 LUFS; measured true peak +0.8 dBFS. |
| Structure | Menu 0:00–0:15 → playable match 0:15–2:05.8 → winner/results 2:05.8–2:13.4. No explicit CTA. |
Pro / 13 plates + recipe
The first plates are open. The full dissection is Pro.
Get the timed shots, type and sound specs, and the runnable recipe.
Open the full blueprint- Plate 03 / The hook, frame by frame (first 3 seconds)Pro
- Plate 04 / Structure (beat sheet)Pro
- Plate 05 / Shot grammarPro
- Plate 06 / Visual style guidePro
- Plate 07 / Voice and deliveryPro
- Plate 08 / Sound designPro
- Plate 09 / PackagingPro
- Plate 10 / Script templatePro
- Plate 11 / Production planPro
- Plate 12 / PromptsPro
- Plate 13 / Edit recipePro
- Plate 14 / QA checklistPro
- Plate 15 / Make it yoursPro
- Recipe / runnable promptPro