I'm a little sick and grouchy, so I'm sorry if I come off as harsh in this post; I'm just trying to help.
I like the video, but I think it should be clarified that the model is (very) high-poly and not suitable for in-game. The reason I mention this is because well, we're on a game development board and its better to reinforce good habits early as opposed to fixing time consuming and potentially bad habits later.
One thing that I noticed in the original post was some wasted geometry on your character. Granted, it really depends on what platform you're developing the game for and what kind of system requirements you're looking at, but it's easier to create a low-poly model with strong geometry that you can add detail to later than it is to cut down a model with too many polygons once you find out it lags a high-end machine.
Anyway, another thing you might consider doing for the claw is to get a general idea of the poly's you'll be working with on the arm as it comes down to the wrist. If there is too much or uneven geometry, you'll end up having a whole ton of polygons on the hands alone or even quads and tris mixing together with other, even higher vertex polygons, which will make skinning and rigging a serious pain and make the model pretty much unusable.
So my advice would be to plan a couple steps ahead; nothing too complex, but with more practice, you'll start seeing how things can get goofed up if you take different steps.
Oh and to answer the question, claws/hands/anything at the end of an arm or leg will take practice to get right and I would take a look around the web for tutorials on hands, though most of them use something like 1k for a single hand, and to me that's just a waste.