This is local work and has not been deployed. The five mini bosses had been using stand-in bodies. Five newly sculpted, textured and rigged ones, 30.64 MB of prepared game assets in all, now replace them in normal play. The player Knight was not touched.
Keeping the bodies true to the game
The new bodies follow the game's own movement, attacks and cut-apart death physics rather than carrying their own animation. That keeps timing and hit behaviour where they were. One of the five, Carnage, has four growing arms, and those are now textured sculpted geometry instead of simple shapes.
The existing mini-boss rotation reuses these five identities in later levels, so the entrance posing, the cameras and the finisher framing are shared.
How it was checked
- Numbers first. All five bodies passed a deformation check that sampled 492,052 posed vertices across walking, attacks, phase changes and cinematics, plus a check on the detached arms.
- A lifecycle test for the awkward moments. It covers a model that finishes downloading after the enemy has already been reused, replacement of the original body, severing, death, the corpse sinking and the body being disposed. All five passed.
- The real game. All five were run through an actual entrance and a lethal finisher with zero reported game errors, and the production build passes.
Framing the giants
Two small changes came out of watching the encounters. Mini-boss titles are smaller, and the first finisher camera now accounts for very tall bodies, which improved the framing on mounted bosses.
One horse is still the old animated one. The new skeletal horse and some extra animation clips are not in yet, and real phones, full co-op and a visual pass on every level have not been part of this round.
