How it works
This boss monster generator writes a design brief for the big one at the end of a level. Press New boss for its form, its arena, the pattern it repeats, the warning before it strikes, its weak point and what it does when losing.
Read the full guide
Two poses, not one
A boss is learned by watching it, so draw it twice: at rest, and giving its warning. The two poses should differ at a glance, in silhouette alone. Then put the weak point where it shows in one pose and is hidden in the other.
A sheet a game artist could hand in
Lay out one page. The boss stands in its arena beside a small figure for scale. The pattern goes underneath as arrows on a plan of the floor. The losing state is a second, smaller drawing in the corner.
- Fill the silhouette in black first. If the boss cannot be told from its arena, change one of them.
- Give the weak point the one colour used nowhere else in the picture.
- Draw the floor plan before the scenery. The pattern decides how much room the arena needs.
Questions and answers
What makes a good boss monster design?
Start from what a player has to read: a shape that stands out from its arena, a warning that looks unlike the resting pose, and a weak point that shows. Each press gives one of each to practise on.
Are the bosses from a video game or a card game?
No. No published game, boss or character is named. Every entry is original to this site, and all six lists are printed in full under the tool.
Does it give health, damage or other stats?
No. The brief has no numbers and no rules, so it suits a platform game, a tabletop adventure or a comic alike. Add your own figures once the drawing works.
Is it suitable for children?
Yes. It is storybook-mild: bosses stamp, charge and hide, and nobody is hurt in any entry. A losing boss may sit down and cry, ask for mercy or call for its mother, who is larger.