Felt That: Boxing: How a “Skit” Grew into a Masterclass in Innovation

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In a world saturated with realistic sports simulations and hyper-stylized brawlers, a new game has quietly emerged as one of the most innovative and visually unique titles in development. Felt That: Boxing, a project born from a seemingly simple concept, has become a showcase for a new era of game development. What began as a comedic skit for a TV show has evolved into a fully-fledged video game, blurring the line between digital artistry and real-time puppetry. The game’s origin story, as its developers at Sans Strings Studio and Stoopid Buddy Stoodios have revealed, is a perfect encapsulation of their creative process: a simple idea that, with the right technology and vision, can grow into something truly groundbreaking.

From “Skit” to “Game”: The Birth of a Revolution

The journey of Felt That: Boxing began not with the intention of making a video game but with a simple experiment. The team at Sans Strings Studio was developing a proprietary real-time animation platform, a new technology that allows them to create and animate digital puppets in real-time. To showcase this technology, they created a short boxing skit, featuring two of their charming, felt-covered characters duking it out in a boxing ring. This simple test, with its flailing limbs, exaggerated physics, and hilarious puppet movements, was the “a-ha” moment for the team. As producer Eric Towner put it, “There’s got to be a game in here somewhere.”

The innovation lies in the technology itself. The game is not built with traditional character models and animations. Instead, the characters are designed and controlled as digital puppets, complete with visible stitching and a unique physics system that makes every punch feel “satisfyingly tactile.” The developers use VR controllers to puppeteer the characters, translating their physical movements into the game. This unique pipeline gives the game a look and feel that is unlike anything else on the market. It’s a game that looks like a high-budget stop-motion film but runs in real-time, thanks to the power of Unreal Engine 5. This blend of artistry and technology is what sets it apart from a sea of other fighting games.

A Blend of Heart and Hilarity

Beyond the technical innovation, Felt That: Boxing is also a game with a surprising amount of heart. The story follows Ezra “Fuzz-E” Wright, a lovable orphan who enters a high-stakes boxing tournament to save his orphanage from demolition. The narrative, which is a mix of heartfelt moments and absurd humor, is a collaboration with Stoopid Buddy Stoodios, the creative team behind the Emmy-winning show Robot Chicken. The game’s story mode, which is estimated to be between eight and twelve hours long, is a series of boss fights against an eccentric cast of puppet opponents, each with their own unique fighting style and arena. The humor is further enhanced by an improv-infused script and a dynamic soundtrack from the Grammy-winning artist Flying Lotus.

The game’s early success, with over 112,000 wishlists on Steam following its reveal at Summer Game Fest, is a clear sign that players are hungry for something different. In a gaming landscape that often feels repetitive, Felt That: Boxing stands out as a breath of fresh air. It’s a game that is not just about combat; it’s about character, heart, and the sheer joy of watching a bunch of googly-eyed puppets flail about in the ring. The game is slated for a 2027 release, and with its unique art style and innovative technology, it has all the makings of a major indie hit.

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