Hi guys,
I think there has been some confusion on my role for some time, and I feel like it'd be good to clarify and chime in on this thread in general. Also, I apologize if anything here is formatted weird, I don't normally participate in forums.
My role in the project is basically Concept Lead. I'm not particularly in charge of management of the artists, and every major art decision has to go through Mariel's approval first. A lot of what I do is involved with pre-production. This ranges from concept art, model sheets, and concepts for key-frames.
This also involves broad stroke aspects like the setting and story. While the core concept of what Ajna is and the main setup was created by Peter (Ravidrath), the very idea of using Dharmic mythology and cosmography / Southeast and South Asian aesthetics as a key inspiration was something I had proposed. It's a visual and thematic motif I've been wanting to touch upon for some time. I guess that's why I dropped some hints on Twitter earlier about the Mucalinda / Naga references that exist even since Squigly's earliest brainstorm moves.
Fun fact: Painwheel was supposed to have some elements of Buddhism in her motif. That is why her spine has 8 segments, and Buer Drive has 4 blades. Also, it's why she has a lotus-inspired color palette (6P). She would be the type of character who gets stronger when she calms her mind, as opposed to the usual fighting game trope of getting more rage (e.g. Evil Ryu).
It's super cool seeing speculation on what the characters represent. Just keep in mind, though, that this isn't a direct translation of existing myths or legends, but using them as thematic inspiration. You won't see the Ramayana retold in here, but perhaps you might see some nods here and there.
Plus, I do have some personal investment in those themes being half Burmese, half Filipino. It makes me happy to hear others excited to see a protagonist representing those regions of the world. Those sentiments have basically been on my mind for a long time. A lack of representation in media always left this gap in my mind separating life at home and what my friends were into at school. I feel like doing something with their influence can help close that gap, or at least bring fresh, new elements to the table.
Too often, fantasy is treated as the latest repackaging of Tolkein and D&D's Western world views. This is true even for most jRPGs. If Southeast Asian elements are represented in entertainment, they are often viewed as alien, exotic, or even dangerous (thanks, No Escape..sigh..). Usually, they have as much relevance to the line-up of locales as a lava stage or ice stage. In fact, if they tend to end up part of an equally gimmicky jungle stage and everything that implies. In Indivisible, the core perspective would be from the Southeast Asian point of view, seeing the West as the alien.
The style: So.... it's a mix of styles and while different from that of Skullgirls, my style is definitely in there. It's... kind of weird and dismissive to count me out.
To clear up any confusion, I drew all of the background characters in the shot of the incarnations in the teaser trailer. Ajna's and Razmi's art in that shot were completed by Mariel and carry her touches. The cowboy with the large gun in the lower right was designed by EU03 / Brian. Razmi, who is most likely the most popular character at this moment, was designed by Mariel. I designed the Naga Rider, the large amazon, and Zebei. Ajna was designed by all of us working communally.
For Indivisible, we are going for characters that have more strong and varied shapes.
You may have noticed the initial (and therefore main) cast of Skullgirls had roughly similar shapes compared to the later, voted in characters and their variety. That design evolution, and my own style's further leanings towards the shape-based designs, extends to Indivisible. Examples include Zebei being very angular to match his visual motif as an archer. Also, the monsters will be even more wild and ridiculous, as that's always fun to play with.
Every step of the design process is far more collaborative now, compared to how it was for Skullgirls. Since the idea is new and still being developed, there is contribution from all sides for every aspect.
Since I'm making this post as a response to the speculation on Razmi, it seems like a good time to use that image as a point of reference.
First off, the character was designed by Mariel. So all props to the awesomeness of that character go to her first.
Now, for the image:
I drew the first image (on the left), Mariel did the middle image (for the trailer), then I finished the image on the right (based on the update to her model sheet / designs)
Age-wise, Razmi is slightly older than Ajna, but not old lady status. Her haggard looks are mostly due to her habits and the context of her character.
Fanservice: Mike is correct that there will be less. That doesn't mean it won't exist though. It'll only be where fitting for the story, characters, or humor. As they say, less is more.
Tone: The tone is generally more serious due to the subject matter. However, this won't be some somber mystical slog. These concepts will be framed like an classic video game or anime, with the aesthetics themes of the realm tinkered to be approachable. Fun and humor will definitely be present. I mean, we do have a blatantly toku-themed guy in the line-up.
There are probably other things I wanted to cover, but I think that touches all the bases. I apologize that I tend to lurk in forums and don't directly participate. It's just how I normally am, though I do feel compelled to chime in with my voice from time to time. I also want to say that I really enjoy seeing all this speculation. Some of Kai's speculations are close to things I am also vouching for. And also, I just wanted to mention that axe video is incredibly cool... of course there would be an axe/hatchet-based martial art. That's really badass.