Poe’s rebuttal: “Everything you see in real boxing can be recreated in a video game.”
A fully updated investigative editorial + expanded technology blueprint
For years, publishers and developers have repeated a convenient myth:
“Real boxing is too complex to recreate accurately in a video game.”
They claim the sport’s timing, rhythm, footwork, improvisation, psychology, aging, injuries, and career evolution cannot be simulated.
This is false.
Modern technology, from film-grade motion reconstruction to machine-learning locomotion systems and sports-science biomechanics, has already solved every individual component of boxing.
The only thing missing has been a studio willing to connect these systems into a unified simulation design.
Below is the complete, accurate, modern blueprint proving that real boxing can be recreated, including prime, older, injured, and deceased boxers.
PART I - Boxing Is Technically Reproducible at the Highest Fidelity
A boxing simulation requires the following systems:
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Footwork locomotion
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Punch mechanics and timing
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Defense and reaction behavior
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Impact physics and stagger logic
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Stamina and fatigue
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Injury modeling
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Aging decline
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AI style, tendencies, and decision-making
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Broadcast presentation
Every one of these components exists in modern technology across various industries.
Footwork & Movement Systems Already Solved
Used in actual games today:
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Unreal Engine 5 Motion Matching
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Ubisoft’s Motion Matching (For Honor, Assassin’s Creed)
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EA Sports locomotion engines (UFC, FC)
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Motion Symphony locomotion system
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Unity Kinematica
These handle:
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weight transfer
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pivots
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micro-steps
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stance shifting
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distance management
Boxing-specific movement simply requires curated data and tuning.
PART II - Developers and Studios Already Capable of Simulation-Level Boxing
These teams have proven mastery in animation, physics, AI, biomechanics, or combat systems:
AAA Animation & Combat Specialists
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Rockstar Games (Euphoria procedural reactions)
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Naughty Dog (elite animation blending and combat timing)
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SIE Santa Monica (reactive combat hit logic)
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SIE Bend (stamina + physical combat realism)
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Ubisoft Montreal/Quebec (motion matching & behavior systems)
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EA Vancouver (EA UFC’s striking and locomotion systems)
Sports Simulation Experts
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2K Sports (high-fidelity animation + broadcast systems)
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EA Tiburon (ANT animation engine and fatigue/physics modeling)
Independent Technical Experts
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Title Bout Championship Boxing devs (statistically driven boxing logic)
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Leather Boxing Game dev team (rating-based realism)
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Boxing analytics scientists and coaches
Film-Grade Motion Capture Studios
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SuperAlloy Interactive
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Animatrik
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House of Moves
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The Mocap Vaults
They already produce combat movement more complex than boxing.
PART III - Technology That Can Recreate Prime, Older, Injured, and Deceased Boxers
This is where modern tech is far beyond what most fans realize.
Every era, every physical condition, and every fighting style can be recreated using data from multiple sources.
1. AI Motion Reconstruction From Video
These tools extract movement characteristics from footage, even tapes from the 1940s, 50s, and 60s.
Primary AI Motion Extraction Technologies
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Move.AI - best footwork and stance reconstruction
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DeepMotion - strong full-body AI capture from single-camera video
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RADiCAL Motion - reliable head and upper-body rhythm extraction
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Plask AI - quick capture for stylistic motion
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Kinetix AI - animation from consumer-level footage
Film-Level Machine Vision Tech
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OpenPose / AlphaPose (pose estimation)
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Google MediaPipe
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Meta’s VideoPose3D
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NVIDIA Vid2Actor reconstruction
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Adobe Project MotionMix
These advanced tools allow a studio to rebuild:
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Ali’s bounce and lateral glide
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Roy Jones Jr.’s pull-counter timing
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Joe Louis’ compact mechanics
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Willie Pep’s footwork
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Older Foreman's economical step patterns
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Aging Ali’s slower reaction time and reduced mobility
Using archive footage alone.
2. Modern Animation Systems for Realistic Boxing Movement
Game Engines and Animation Frameworks
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Unreal Engine 5 Motion Matching (MMC)
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UE5 Motion Warping
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Unity Kinematica
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Motion Symphony
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Houdini KineFX for procedural cleanup
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Cascadeur AI-animation physics
Procedural Reaction Systems
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NaturalMotion Euphoria
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Havok Behavior + Physics
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UE5 Chaos Physics Reactions
These systems produce:
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flash knockdowns
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wobbles
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dazed footwork
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heavy stagger logic
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slip → counter transitions
Everything boxers do naturally under pressure.
3. Biomechanics Engines That Simulate Aging, Injury, and Decline
Sports science provides the foundation for realistic decline and injury modeling.
Biomechanics & Physiology Tools
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OpenSim (muscle & joint simulation)
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AnyBody Modeling System (force analysis)
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Delsys EMG analytics
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Hawkin Dynamics force platforms
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Catapult Sports wearable data
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Polar / Whoop physiological tracking
These allow developers to replicate:
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slower hip rotation after age 35
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Reduced reaction time after head trauma
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limited pivoting from knee damage
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slower recovery for older boxers
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power reduction from shoulder injuries
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realistic stamina decline and pacing behavior
Every boxer changes across eras - technology can model all of it.
4. Psychological, Style, and Tendency Simulation (Ring IQ Engine)
A boxer’s identity is not just their movement; it’s their decision-making.
AI Systems Used to Recreate Style & Tendencies
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Utility AI (risk assessment, pacing, pressure logic)
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GOAP (Goal-Oriented Action Planning)
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Behavior Trees (UE5)
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Blackboard + State Machine hybrids
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Neural Policy Models (reinforcement-learning driven patterns)
Data-Driven Tendency Modeling
Inspired by:
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Football Manager’s personality engine
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TBCB’s style/tendency system
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Real boxing scouting reports
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Fight metric analytics
This builds boxer-specific:
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aggression waves
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counterpunch timing
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stubbornness vs. coachability
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footwork tendencies
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comfort zones and danger zones
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adaptation patterns
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round pacing
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panic, composure, and confidence profiles
Together, these replicate an individual’s actual ring IQ.
PART IV - A Unified Pipeline to Recreate Any Boxer, From Any Era
Step 1 - Collect footage + scouting data
Film tape, analytics, punch output, movement tendencies.
Step 2 - Extract movement through AI motion capture
Move.AI, DeepMotion, RADiCAL, OpenPose, VideoPose3D.
Step 3 - Clean and physics-correct with animation tools
Cascadeur, KineFX, Motion Symphony, UE5 MMC.
Step 4 - Build biomechanical profiles
OpenSim, AnyBody, and Catapult data modeling.
Step 5 - Create psychological/tendency templates
100+ attributes (discipline, stubbornness, panic behavior, style logic).
Step 6 - Introduce age and injury layers
Separate animation and physics blending.
Step 7 - Build multiple versions of the boxer
Prime, mid-career, late-career, post-injury.
Step 8 - Integrate into a boxing-specific combat engine
Locomotion, punch engine, defense layers, stamina, and damage modeling.
This pipeline can resurrect:
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Jack Johnson
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Joe Louis
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Willie Pep
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Muhammad Ali
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Frazier
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Foreman (both eras)
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Tyson (multiple versions)
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Roy Jones Jr.
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Pacquiao (era-specific)
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Canelo (style evolutions)
And more.
PART V - The Real Reason It Hasn’t Been Done
The technology exists.
The proven experts exist.
The animation systems exist.
The biomechanics tools exist.
The AI systems exist.
The demand exists.
The real issue is:
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studios not hiring specialists
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investors chasing shortcuts
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fear of depth
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lack of boxing knowledge
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refusal to commit to systemic realism
Not a technical impossibility.
Final Reality
Everything in real boxing, from footwork to psychology, from aging to injury decline, from prime versions to deceased legends, can be recreated in a video game today using existing technologies.
Not hypothetical future tech.
Not experimental prototypes.
Existing, available, production-ready tools.
The industry doesn’t need new technology.
It needs courage, expertise, and respect for the sport.


