UsaMimiDa - Giant Carrot Battle 🥕
I remade this illustration with improved lighting and clarity.
An RPG-style scene where a giant carrot appears as a boss enemy.
Commissions via VGen: http://vgen.co/OsushiUzumaki
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UsaMimiDa - Giant Carrot Battle 🥕
I remade this illustration with improved lighting and clarity.
An RPG-style scene where a giant carrot appears as a boss enemy.
Commissions via VGen: http://vgen.co/OsushiUzumaki
Malenia Reborn - commission work
Kirby Contra Pesadilla,fase 1| Kirby Vs Nightmare,phase 1
Birdo
Super Mario: Nintendo
Artwork: Thedigitalartist2020(me)
DC Unleashes Multiverse Mayhem with DC K.O.: BOSS BATTLE #1
DC is swinging for the fences in 2026, and the company has now officially pulled back the curtain on one of its most ambitious crossover concepts ever. The previously mysterious one-shot tied to the upcoming multiverse event DC K.O. finally has a name: DC K.O.: BOSS BATTLE #1, arriving February 4, 2026. And based on early details, this is not just another crossover—it’s a full-on collision of universes that looks ready to push the boundaries of comic book storytelling in explosive fashion.
Originally teased during the Jim Lee & Friends panel at New York Comic Con 2025, BOSS BATTLE immediately set fan speculation ablaze. Now we know why. This oversized issue isn’t just a big fight comic. It’s the moment DC heroes are forced into impossible confrontations against some of the most powerful, terrifying, and unexpected icons from outside their universe. If comic crossovers usually ask, “What if?”, this one seems intent on answering, “Why not?”
A Multiversal Showdown With No Rules
BOSS BATTLE takes place deep into the events of DC K.O., a tournament fueled by the mysterious Omega energy—a power source linked to none other than Darkseid himself. The surviving heroes believed they were nearing the end of the competition, only to discover a devastating complication: there isn’t enough Omega energy left to declare a champion as the new King Omega. And with Darkseid’s threat looming larger by the moment, there’s only one move left...
Bring in outside challengers.
That’s where things get wild. The remaining DC contenders soon find themselves staring down impossible opponents from across entertainment, horror, fantasy, and pop culture. Confirmed characters include:
Homelander from The Boys, a matchup tailor-made for jaw-dropping confrontations with Superman or Wonder Woman.
Annabelle, the demonic doll from The Conjuring franchise, whose inclusion raises all sorts of disturbing possibilities.
Red Sonja, the legendary warrior whose sword has clashed with icons across fantasy but never with the Justice League.
Vampirella, the horror heroine whose supernatural power and dark mythos bring a new level of mystique and deadly allure into the tournament.
Samantha “Sam” Strong, the deceptively sweet serial-killing bear from IDW's Beneath the Trees Where Nobody Sees, whose cheerful small-town persona hides a razor-sharp intellect and the vicious efficiency of a seasoned predator.
Sub-Zero, the ice-wielding champion of Mortal Kombat, whose mastery of cryomancy and warrior discipline could challenge even the most seasoned DC fighters in one-on-one combat.
And more fighters to come!
The description promises match-ups fans never imagined—and maybe shouldn’t have—but now absolutely need to see.
Breaking the Multiverse (And Maybe the Internet)
Comic crossovers have grown bigger and bolder in recent years, but BOSS BATTLE feels like a deliberate attempt to redefine what a crossover can be. Rather than merely teaming characters up for splashy covers, this story folds them directly into a universe-spanning conflict with real stakes.
Homelander trading punches with Superman? Annabelle playing her supernatural mind games with the DC mystics? Red Sonja clashing with the Amazons? Vampirella versus Batman in the nightscape of Gotham City?
These are the kinds of ideas normally reserved for fan art and message board debates. DC is now taking them off the table, making them canon—at least for the duration of DC K.O.—and injecting them directly into the story.
A New Era, A New Fight
The event promises that “the ultimate battle is only beginning,” and if BOSS BATTLE is the halfway point, the back half of DC K.O. may break every rule of crossover storytelling left standing. This is the multiverse with gloves off, canon barriers shattered, genre logic discarded, and entertainment icons thrown into a blender of pure comic book chaos.
Fan debates, power scaling arguments, and viral reactions are practically guaranteed the moment the first pages hit social media. And that may be the point. DC wants its next big event to feel big again—and BOSS BATTLE looks ready to deliver.
Readers can strap in and see the madness unfold when DC K.O.: BOSS BATTLE #1 lands in comic shops on February 4, 2026.
Read the full article
The Owl House Is Officially Over! Even though I am sad it had to be cancelled Dana and the crew made the most of it and it turned out EPIC! The boss battle at the end anyone?! The epilogue was so gorgeous, everyone’s new looks and also may I just say very gay! Thank you Dana and the crew for giving me and so many other Owl House fans the finale we dreamed of. Thank you for fighting the good fight and Farewell Owl House!
This time, I decided to do a programming exercise of a simple boss battle which will prepare me to make more complex boss battles for my future games. Normally I would prefer making it into an fps project battle boss, but I decided to do it similarly to a tank shooter-styled game to learn different ways of mechanics to use for my future games. WHAT I AM DEMONSTRATING: • Player can move backward and forwards and rotate around. • Player can shoot orbs from in front of him instead of using ray casts. • The turret boss can aim and shoot cannonballs at the player wherever he is. • The turret boss randomizes a minimum and maximum shoot force and fire rate. • Both the player and the turret boss have health which determines the win-or-lose factor of the game. WHAT I LEARNED: • Assigning game object variables with nulls is a good way to reduce errors when starting the project, except when they are called by in script by methods, awakes, or updates. • Making game objects flash by mesh renderer when damaged then back to their original color which was stored in the awake function. • Getting object references from projectiles by using their game object name instead of tags. • Made simple particles for the cannonball and magic orbs. For the orbs, they combine lots of particles to make 1 orb. • Adding relative force to Cannonball’s rigid body relative to its coordinative system. • The difference between PlayOneshot audio parameters compared with play Audios. • Getting the turret to randomize with Random.range with fire rate and force of cannonballs respectfully. • Not getting the UI methods in the update function otherwise it wastes performance in the game manager. • Static variables can be saved in the game Manager and be updated whenever called from other scripts. • For orbs, I can use the audio length to play a certain sound before self-destroying the game object. Making sure the audio plays its full sound without cutting off. OVERALL: It was a nice and short exercise, I think usually boss battles are a bit more complex than this one, but I learned different ways of making mechanics that will be useful for my toolbelt in future development. #gamedevelopment