Use the provided image as the exact START FRAME. The video must begin from this exact composition: third-person gameplay view in a dark gothic arena, the player character in the foreground seen from behind, facing a powerful green-shadow boss in the distance, with green necrotic magic, spectral skulls, runic circles and gameplay HUD visible. Do not change the initial composition abruptly. Animate directly from this frame.Create a hyper-realistic 15-second vertical 9:16 video that looks exactly like real next-generation soulslike gameplay in the style of Elden Ring. It must feel like authentic gameplay capture from the real game, not a trailer, not a cinematic movie, not a poster. Movement physics, spell timing, cloth simulation, combat weight, impact reactions, lock-on framing, and magical visual effects must feel identical to real gameplay. No dialogue, no narration, no subtitles, no music. Only dark fantasy ambience, spell sounds, impact sounds, footsteps, cloth movement, magical energy, distant echoes, and battle atmosphere.The playable character is the dark arcane mage from the sheet paper. He must remain visually identical to the start frame and character sheet: same face, same blond-tipped dread hairstyle, same tattoos, same stern expression, same layered black tattered mage robes, same occult accessories, same black boots, and same dark fantasy spellcaster silhouette. He is a powerful but grounded Elden Ring-like playable mage using dark green spectral sorcery, cursed runes, ghostly daggers, void-like spell circles, and soul energy. He must move like a real player-controlled character: lock-on strafing, measured footwork, grounded recovery frames, readable casting animations, precise dodges, realistic cloak physics, and believable combat timing.The boss is the green-shadow sorcerer king from the start frame. He must remain visually identical: same face, same sunglasses, same long twisted braids being held out, same green fur-lined regal outfit, same dark gothic fantasy styling, same jewelry and same imposing silhouette. He is the boss and uses overwhelming dark green magic with surreal visual power: necrotic lightning, spectral skulls, chain magic, soul-green explosions, cursed sigils, ghost flame, floating ritual circles, lightning cracks, vapor trails, energy shockwaves, and impossible supernatural green aura. He must feel like a true endgame boss from Elden Ring, dominant, stylish, terrifying, and powerful.The environment is a giant gothic cathedral battlefield flooded with dark green spectral energy. The floor is wet and reflective, with puddles mirroring the green glow. The architecture is towering, ruined, cursed and ancient. Floating particles, ghost fog, green mist, broken stone, and distant ruin silhouettes fill the scene. The entire atmosphere is supernatural, eerie and high fantasy.Keep the gameplay HUD visible and stable: top-left health, FP/magic and stamina bars; bottom-left spells, flasks and weapon icons; bottom-center boss health bar labeled “Offset”; bottom-right rune/currency counter. The HUD must feel like real in-game UI and remain visible through the battle.15-second choreography:0.0–2.5 seconds:Begin exactly from the provided start frame. The boss hovers or stands empowered in front of the player, radiating green necrotic force. Green skulls pulse around him and runic circles spin behind his body. The player character slowly advances in lock-on stance with one hand raised, channeling a glowing dark-green sorcery circle in his palm. The camera begins as real gameplay, then makes a subtle in-engine dramatic push-in without feeling like a cutscene.2.5–4.5 seconds:The boss opens the fight with a huge spell cast: green lightning chains burst across the arena, spectral skulls launch outward, and a shockwave explodes from the ground beneath him. The player dodges sideways with a real soulslike evasive roll and cloak physics reacting naturally. Immediately after the dodge, do a quick dramatic close-up on the player character’s face for a split second as green reflections hit his eyes and face, then smoothly return to gameplay framing.4.5–7.0 seconds:The player retaliates with incredible sorcery. He casts multiple arcane green powers from the sheet-paper style: spectral daggers, cursed runes forming in the air, and a circular void-pull spell that tears energy from the ground. These spells fire toward the boss in fast but readable succession, with real gameplay casting timing. Add another short, seamless close-up of the player’s face and hand during one powerful cast, showing concentration, tattoos, spell glow, and the green runic energy coiling around his fingers.7.0–9.5 seconds:The boss counters with a visually unbelievable move. He raises both arms and summons gigantic ghostly green skulls, spinning chains of necrotic lightning, and a ritual sigil the size of the arena. Green soul-flame erupts from the floor and explodes upward in jagged bursts. The player blocks, sidesteps and narrowly escapes. Then the camera briefly cuts to a close-up on the boss’s face during the height of the cast, showing his teeth, sunglasses, cruel grin, and green light crawling across his face and braids. This close-up must still feel like a real game’s dramatic in-engine battle camera, not like a movie.9.5–12.0 seconds:The player character enters an aggressive magic phase and charges forward. He performs a fast sequence of combat-sorcery actions: close-range spell slash, a green soul-flame burst from his hand, and a spectral ring expanding outward from his body. The boss is pushed slightly back, then unleashes another retaliatory necrotic burst. Green magic collides in the middle, creating a spectacular clash of runes, sparks, smoke, arcane symbols, chains and ghost energy. The floor reflections and particles should make the whole battle look visually insane but still physically grounded.12.0–15.0 seconds:For the climax, both unleash their strongest powers simultaneously. The player summons a massive layered runic circle and channels a devastating green arcane beam or soul-harvest blast. At the same time, the boss conjures a colossal skull-shaped necrotic explosion with lightning chains and ghost-fire. The two attacks collide in the center of the arena in a surreal, unbelievable visual impact: green shockwaves, spectral debris, liquid-looking energy, shattered stone, skull apparitions, and a blast of magical wind tearing through the cloaks and environment. End on a powerful moment where both characters are still standing in combat posture, surrounded by residual green energy, as if the battle is continuing.Camera behavior:Keep the base language of a real third-person Elden Ring-style gameplay camera: lock-on tracking, grounded movement, no wild floating cinematic camera, no fake trailer montage. However, during 2 or 3 major spell moments, include very short seamless in-engine close-ups on the faces of the player and boss, showing their expressions, eyes, spell-light reflections and intensity. These close-ups must feel like dramatic gameplay emphasis, then return naturally to the third-person battle view.Visual style:Ultra-realistic, next-gen, 8K feel, authentic soulslike gameplay, extremely detailed textures, cloth physics, wet reflective floor, volumetric fog, spectral green lighting, magical particles, dark fantasy realism. Powers must be surreal, huge, layered and visually unforgettable, but still physically coherent and believable in a real game engine.Negative instructions:Do not turn this into a cinematic trailer or movie cutscene. Do not remove the HUD. Do not change the identity, face, hair, outfit or silhouette of either character. Do not make the movement floaty or superhero-like. Do not make attacks random or unreadable. Do not add subtitles, narration, dialogue, music, watermarks or random text. Do not create anime or cartoon visuals. Do not distort faces, hands, robes, braids, sunglasses, anatomy or UI. Do not use first-person view. Do not make the close-ups too long — they must be brief and feel like in-engine dramatic gameplay emphasis. Keep the battle epic, readable, physically grounded and visually overwhelming.