Before a samurai can fight, he must be born. Design your first warrior — Jin Sakai, the Ghost — from concept art to animated 3D fighter. Everything happens in one Claude Code conversation. You describe, Claude builds.
You already designed an entire fighting game around Ghost of Tsushima — team rosters, a betrayal mechanic, Ghost Mode. Today you decide what your Jin Sakai looks like in that game. Not a copy from the original — your version, your vision.
Before you generate anything, describe Jin Sakai to Claude Code. Not the Jin from the game — YOUR Jin. The one who fights in Shogun's Storm. Claude will ask you questions to sharpen the vision.
Claude will ask follow-up questions — go deep. The more specific you are now, the better the concept art will be. Think about what makes YOUR Jin different from the original.
Now Claude generates concept art based on your description. You'll see Jin for the first time. Then you iterate — same process you used on Day 2 with image generation. The first image is never the final image.
When the image appears — look at it carefully. What's right? What needs to change?
You don't need to leave Claude Code. Claude sends your concept art directly to Meshy and builds the 3D model for you. Same Meshy you know — but now Claude calls it, so everything stays in one conversation.
When the model comes back — review it. Does it capture the armor? The katana? The silhouette? If not, tell Claude what's wrong and try again.
Once the 3D model looks right — rig and animate.
You pick the moveset. Claude will present the animation options. Each animation you choose is a move in Jin's arsenal — you're designing the combat.
| Preset | What It Does in Your Game |
|---|---|
| Idle | Standing ready — the default state |
| Combat_Stance | Fighting position before a fight |
| Sword_Judgment | Primary sword attack — a clean, powerful strike |
| Left_Slash | Secondary attack — different angle |
| Double_Combo_Attack | Two-hit combo sequence |
| Triple_Combo_Attack | Three-hit combo — the big damage move |
| Sword_Parry | The parry — the signature samurai mechanic |
| Block1 | Standard blocking stance |
| BeHit_FlyUp | Getting hit reaction |
| Dying | Death animation |
| Walking | Walking movement |
| Run_02 | Running movement |
Export: Tell Claude to download the final animated model as FBX. One file with Jin's model, skeleton, and every animation you selected.
Your warrior is forged, rigged, and animated. Now you control him. Claude builds a Dojo — a simple 3D space where you walk Jin around with your controller and trigger every move you chose.
What you'll have:
| Controller | What Happens |
|---|---|
| Left Stick | Walk / run around the dojo |
| A Button | Primary attack (Sword Judgment) |
| X Button | Secondary attack (Left Slash) |
| Y Button | Combo attack |
| B Button | Heavy combo |
| LB | Block |
| RB | Parry |
| No input | Idle / Combat Stance |