Independent Game Studio & Engine Tooling

Building an open-world creature RPG where every skeleton actually moves like it belongs in the world.

We started AuxLaw to build the open-world creature-collector game we always wanted to play—a seamless 3D world where hundreds of creatures don't just play canned idle loops, but dynamically climb, bank through wind, slither over rocks, and swim with real weight and momentum.

Why we built our own pipeline: In Unreal Engine 5, setting up IKRig, Full-Body IK ControlRig foot-locking, and PoseSearch Motion Matching takes days for a single humanoid character. When your game has 150+ creatures—bipeds, heavy quadrupeds, winged flyers, snakes, and fish—doing it by hand as a small indie team is impossible. So we built an MCP bridge that lets Claude inspect our skeletons and wire the rigs with us.
Get in Touch — founder@auxlaw.net See the Pipeline

Every Creature Body Type Breaks Standard Engine Tools

Off-the-shelf animation tools assume every character has two legs, two arms, and a straight spine. Our world doesn't work like that.

Bipeds & Quadrupeds

From tiny two-legged runners to heavy four-legged mounts—each with different stride ratios, hip heights, and slope-warping rules that need clean ground contact without foot-sliding.

Winged & Aerial Rigs

Creatures that transition seamlessly from four-legged ground locomotion into banked 3D flight, requiring dual Motion Matching trajectory channels and wing-fold IK constraints.

Serpentine & Aquatic

Multi-bone spine chains for snakes, eels, and swimming creatures where traditional limb IK fails completely—driven instead by procedural spline waves and surface-conforming physics.

How Claude & MCP Help Us Punch Above Our Weight

Instead of cutting scope or settling for stiff animations, we connected Unreal Engine 5 directly to Claude via the Model Context Protocol (MCP).

// What happens when we import a new creature mesh into Unreal: 1. Skeleton Inspection: Our editor plugin reads the raw bone tree & bind-pose transforms and passes the hierarchy to Claude over local MCP. 2. Anatomical Rigging: Claude identifies limbs, spine chains, wings, and tail bones—even on weird non-humanoid meshes—and generates the IKRig chains & ControlRig Full-Body IK limits. 3. Motion Matching Setup: Claude wires the PoseSearch schemas and ChooserTables for that creature's locomotion style, then tests the build against Unreal's compiler logs until it runs clean.