boss-model
Installation
SKILL.md
Boss Model
Make an enemy the player can read from across the arena and remember after it falls.
What makes a boss model different from a character model
- Silhouette at distance. The shape must be identifiable at 50 m and at 5 m. Asymmetry helps: one oversized arm, one broken horn.
- A weak point that shows. The core, the exposed heart, the cracked plate — the place the player is meant to hit is visible in the design, not only in the rules.
- A past. The best bosses were something else: a guardian, a person, a machine that still half-works. The design carries that history in its materials.
- Phase states. The boss changes as it is beaten. Each phase needs a variant sheet: armour cracked, eyes changed, limb lost.
- Scale reference. Every sheet includes a human-height figure or a known object so the model, the engine and the video all agree on size.