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Underground Legend

By Chip Benjamin

12.0% Funded

View on Kickstarter

Project Details

Actively getting my demo made so that we can get a AAA studio level demo. It's time to get another Def Jam-inspired game made ASAP.

Funding Stats

8,700
Goal ($)
1,010
Pledged ($)
2
Backers
12.0%
Funded

Important Dates

📅 Created: November 22, 2025 19:04
🚀 Started: January 11, 2026 21:25
⏰ Deadline: February 10, 2026 21:25

Location & Category

📍 Richmond, VA (US)

🏷️ Video Games

Links

Risks and Challenges

ANIMATION & CHARACTER DEVELOPMENT TIMELINES Character modeling and combat animations are the most time-intensive parts of development. While work has already begun, timelines can shift due to revisions, quality control, or the need to refine combat feel and responsiveness. I plan on managing this by introducing a small number of characters, allowing us to focus on polish rather than scale. Milestones are clearly defined, and backers will receive regular progress updates throughout development. TECHNICAL INTEGRATION & PERFORMANCE Even with a completed stage, integrating character animations, user interface elements, and gameplay logic can introduce unforeseen technical challenges, including performance tuning and bug fixes. I plan on managing this by built as a focused vertical slice, not a full game. This allows us to prioritize stability, responsiveness, and presentation for a public showcase rather than supporting a wide range of features prematurely. SCHEDULING & EXTERNAL DEPENDENCIES Some aspects of development such as animation delivery or technical implementation depend on collaboration and scheduling. Delays can occur when coordinating across different contributors. I plan on managing this through the project plan including bugger time, and the campaign budget is specifically allocated toward completing the demo components most critical for a successful showcase. SCOPE CONTROL One of the biggest risks in creative projects is over-expansion . Adding too many features too early can delay completion and reduce quality. I plan on managing this by intentionally focusing on completing a single, polished demo. No additional characters, modes, or features will be added during this phase unless they directly support demo quality.

Story

If you don't know who I am, my name is Connor Benskin. I'm an incoming PhD student in Economics at Howard University, and a creative writer working at the intersection of culture, systems, and storytelling. 

The first project I wrote is Def Jam: Underground Legend, a Def Jam-inspired fighting game designed to be a true successor to Def Jam Vendetta and Def Jam: Fight for New York. You might be wondering why I decided to take this on.

This project isn't just about releasing another fighting game after 20 years. It's about educating while entertaining. Video games are one of the most powerful tools we have for telling Black cultural stories, preserving legacy, and showing how culture, competition, and creativity intersect. When done right, games can be both meaningful and fun. That's the standard I'm holding this project to. 

More recently, I participated in Pharrell William's So Ambitious HBCU Pre-Accelerator program. That experience confirmed two things: people are paying attention, and this project is on the right path. 

The project isn't theoretical. It's not a pitch deck in isolation. It's a hands-on build, designed to be played, shown, and evaluated. I'm leading this as a creator who understands both the creative, and technical sides of development, with a clear plan for what comes next. Here's what's already done or in progress: The arena/fighting stage for the demo is complete, character development for three fighters is underway, combat animations have already begun. Take a look below: 

What remains is the final layer that turns this into a polished, public-ready demo: User interface implementation, programming to ensure the demo runs smoothly, and additional combat animations so each fighter has a full, expressive move set. This programming and animation work is what transforms the build into a vertical slice. Something strong enough to stand in front of players, publishers, and partners. 

Once the demo is complete, it will be showcased publicly and used as a publisher-and partner-facing vertical slice. From there, the project can expand based on reception, partnerships, and next-phase funding. 

This campaign doesn't promise a finished AAA game overnight. It delivers something more important: PROOF. 

⭐ SPOTLIGHT DEAL ⭐
FOMOGRAPHY
FOMOGRAPHY
10.55
-47.00% OFF
GamersGate
GAMEBILLET

[ 6371 ]

34.79$ (13%)
8.27$ (17%)
16.99$ (15%)
12.42$ (17%)
33.59$ (16%)
10.61$ (29%)
8.39$ (16%)
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21.24$ (15%)
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[ 6583 ]

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32.49$ (35.00%)
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22.04$ (27.00%)
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1.24$ (75.00%)
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8.79$ (56.00%)
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17.88$ (11.00%)
GAMERSGATE

[ 3327 ]

12.25$ (65.00%)
12.99$ (35.00%)
2.0$ (90.00%)
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0.6$ (80.00%)
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3.5$ (65.00%)
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1.2$ (80.00%)
MacGameStore

[ 2497 ]

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[ 1732 ]

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[ 1040 ]

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[ 32822 ]

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3.71€ (81.00%)
2.47€ (81.00%)
0.80€ (80.00%)
19.49€ (35.00%)
1.00€ (90.00%)
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AllKeyShop

[ 45577 ]

$8.99 USD
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FANATICAL BUNDLES

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356092 days, 12 hours, 17 minutes


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356092 days, 12 hours, 17 minutes


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24 days, 20 hours, 17 minutes


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27 days, 20 hours, 17 minutes


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GMG BUNDLES
Indie Adventures

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2 days, 6 hours, 17 minutes


HUMBLE BUNDLES

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3 days, 14 hours, 17 minutes


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4 days, 14 hours, 17 minutes


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11 days, 14 hours, 17 minutes


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16 days, 14 hours, 17 minutes


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16 days, 14 hours, 17 minutes


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18 days, 14 hours, 17 minutes


INDIEGALA BUNDLES
Adult Positions 2 Bundle

Time left:

2 days, 1 hours, 18 minutes

Holiday Tales Bundle

Time left:

4 days, 1 hours, 18 minutes

Psycho Gates Bundle

Time left:

7 days, 2 hours, 28 minutes

Indie Corp Bundle

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