Alright, so today I’m gonna walk you through a little something I was messing with: Chris Benoit versus Kurt Angle. Yeah, I know, sounds pretty random, but stick with me.

The Idea
So, it all started with me just wanting to see if I could realistically simulate a classic wrestling match. I’m talking about capturing the feel, the moves, the intensity – everything. Benoit and Angle? Man, they were two of the best technicians, so I thought it’d be a good test.
Diving In: The Setup
First thing I did was gather a bunch of reference material. We’re talking old matches, interviews, move breakdowns – the whole nine yards. I spent a good chunk of time just watching their matches, paying attention to their signature moves, their pacing, how they sold for each other. You gotta know your subject, right?
The Nitty-Gritty: Choreography and Execution
Okay, this is where things got interesting. I started mapping out the match flow. Not move-for-move, but the overall story. Who’s the aggressor early on? When does the momentum shift? How do they build to the big spots? I wrote it all down, almost like a script.
Then came the fun part: figuring out how to translate that into something tangible. I was using some animation software, so I had to figure out how to make these digital dudes move like Benoit and Angle. Lots of trial and error, let me tell you. Getting the weight and impact of a German Suplex just right? That’s tough!
The Devil’s in the Details: Selling and Emotion

But it wasn’t just about the moves. I wanted to capture the selling, the emotion. How would Benoit react to getting hit with an Angle Slam? How would Angle look when he’s locked in the Crippler Crossface? This is where the real challenge came in. Little things, like facial expressions and body language, can make or break the whole thing.
I spent ages tweaking these small details. A subtle grimace, a slight limp, a desperate reach for the ropes – all these things add up to create a more believable and engaging experience.
The Grind: Iteration and Refinement
Of course, it wasn’t perfect the first time around. Or the second. Or the tenth. I kept watching the animation back, comparing it to the source material, and making tweaks. “Okay, the timing’s off on that reversal.” “His arm needs to bend more on that clothesline.” It was a constant process of iteration and refinement.
The (Almost) Finish Line
Did I perfectly recreate a Benoit versus Angle classic? Probably not. But I learned a ton in the process. I got a much deeper appreciation for the artistry and athleticism involved in professional wrestling. And I had a lot of fun along the way.
Takeaways: What I Learned
- Referencing is key. Watch the real thing!
- Storytelling matters. A good match needs a narrative.
- Details, details, details. Don’t overlook the small stuff.
- Iteration is your friend. Keep tweaking until it feels right.
So yeah, that’s the story of my little Benoit versus Angle project. Maybe I’ll tackle another wrestling match simulation in the future. Who knows? But for now, I’m happy with what I accomplished.
