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Ninja Techniques key art with six clay fighters leaping towards the viewer

Ninja
Techniques.

Make a hand seal.
Make your move.

A clay fighting game that turns sequences of two-hand gestures into attacks, guards and charge.

Watch the duel

The hands. The duel.

August prototype · Recorded gameplay

The full recording keeps the hand-tracking panel, seal sequence and arena visible together. This August duel predates the later solo journey.

A gesture needs a response.

The interaction has to connect what your hands are doing with what the fighter does next. These two frames preserve that whole chain.

01 / Follow the sequence

Recorded duel frame with tracked hand landmarks and the ordered seal cards below the arena
Hand landmarks sit beside the required seal cards, keeping the recognised pose and the next step in the same view.

02 / See the result

Recorded duel frame showing a cast state in the arena with its hand-tracking and technique panels still visible
The arena resolves the technique while the input panel remains visible. The physical action and game feedback can be read together.

Choose a technique, follow its seals, then see the response. The experiment is making that connection readable.

Give each seal
a clear shape.

Four of the game's sixteen hand references. Each clay illustration shows the shape the player is trying to make.

Clay hand reference for Dragon Clasp

Dragon Clasp

Interlace the hands with points above and below.

Clay hand reference for Prayer Press

Prayer Press

Press both palms together, fingers upright.

Clay hand reference for Twin Cross

Twin Cross

Cross the extended fingers at the centre.

Clay hand reference for Heart Mend

Heart Mend

Meet the fingers and thumbs around a heart opening.

OpenAI ImageGen
Clay hand references and character keyframes. The artwork is cleaned into transparent images for the game.
MiniMax H3
Motion generated locally in ComfyUI. Reference clips guide the fast hand cycles; first and last frames guide the attack movements.

Hand tracking uses MediaPipe Hand Landmarker. The game matches those tracked hands to its seal shapes.

Make the fighter move.

Character motion was generated locally with MiniMax H3. We then selected frames, removed the green plate and adjusted the timing for the game.

Moss Run loop

Six selected frames from an H3 take, made for an earlier loading animation.
View generated source

Saffron Jump entrance

Eight source poses, cut and retimed into a jump and landing. A local runtime candidate.
View generated source

Ripple Draw & release

The body movement uses eight selected poses. Smoke and weapon are separate game layers. This version remains a local candidate.
View generated source

Sprite previews from the saved frames, with the original green-screen takes linked above. These later production studies are separate from the August gameplay recording.

Fast seals.
Clear attacks.

Reference-guided H3 takes became fast hand cycles and dedicated attack poses. These previews show the body animation; game effects are separate.

Moss Fast seals

Seven selected poses, replayed at 16 fps to make a fast, continuous hand cycle.
View generated source

Carol Fast seals

A separate H3 take, sampled into seven poses. Warm clay trails keep the hand movement visible.
View generated source

Plum Wind Blade motion

Eight poses for the body movement behind Wind Blade. Local version; art review pending.
View generated source

Moss Fire release motion

H3 movement with one extra ImageGen anticipation pose. The flame effect is a separate game layer.
View generated source

Choose the frames.
Keep the jump.

Saffron's early knee lift keeps one foot down. The selected sequence keeps the airborne jump, landing and recovery. Four of its eight selected poses are shown here.

Saffron ready stance, source frame 0
01 / Ready Source frame 0
Saffron airborne with both feet off the ground, source frame 48
02 / Airborne Source frame 48
Saffron crouched at landing, source frame 69
03 / Land Source frame 69
Saffron recovered to the ready stance, source frame 123
04 / Recover Source frame 123

Beyond this recording.

The October source develops the idea into four lessons covering sixteen two-hand seals, followed by six selectable fighters and an eight-fight solo journey with illustrated endings.

Camera recognition runs locally. Camera frames and calibration profiles stay on the player's device. Keyboard alternatives, pause, camera recovery and Continue Journey support interrupted play.

Those later features are source context, not footage shown here. Recognition accuracy, comfort and fatigue across real players still need hands-on testing.

Open the game