My feedback concerns the artistic vision of female characters in Predecessor after the arrival of the new art designer (ThunderBrush). Specifically — the silhouettes, poses, clothing/armor, splash-art framing, and the prioritization of visual accents.
In the new previews and promotional materials, female heroes are presented with an emphasis on chest and hips, with repetitive poses and impractical gear that does not match their combat role. The silhouettes are pushed toward an «hourglass» shape, and the frame compositions deliberately emphasize sexual attributes, which stylistically clashes with the game’s tone.
This is not a one-off stylistic choice but a persistent pattern that is starting to shape the brand perception.** All of his female characters follow the same template**: exaggerated proportions, less clothing, identical poses. Excessive sexualization of female characters negatively affects the perception of the game, fosters toxic behavior in the community, and drives away potential players. ThunderBrush is not merely ignoring this information — he is actively working against the healthy development of gaming culture.
This opinion is easy to form from the latest announcements and skins for female heroes (now even for Twinblast), comparing them with earlier project materials and my own match experience. I am not against attractiveness, but I am against the templated “male gaze” that blurs the game’s identity and narrows its audience.
LESSONS FROM THE PAST
Looking through his work for Paladins, it becomes obvious:** this person is unable to create a female character without obsessively** emphasizing sexual attributes. Such actions portray ThunderBrush as an immature individual.
As a player, I am saddened by what the game is starting to turn into: instead of a strong visual identity we are slipping into clichés that do not strengthen the game design and do not add depth to the lore. All of this can be excused by the phrase «sex sells». But where is the evidence of the economic effectiveness of this approach? Paladins did not become more successful because of an abundance of sexualized skins. On the contrary, the game constantly loses players, and the studio is forced to cut budgets to the point where it cannot afford to produce high-quality art.
SUGGESTIONS
• I ask the Predecessor team to consider the following concrete steps and invite players to support a constructive dialogue within these bounds.
• Feasibility vs fan-service check: for each design, define the combat function of costume elements and verify their effectiveness in gameplay.
• Create an independent art review board: at least 1 inclusivity designer, 1 outsource illustrator with no history of hyper-sexualization, and 1 producer—with authority to block the release of contentious materials.
• «Test» skins: release pairs — one functional and one fan-service — and publicly show sales and retention metrics to determine long-term value.
• Redesign retro skins: retrospectively bring controversial looks to functional variants (alternative materials, refined armor, pose adjustments) without breaking the overall silhouette.
• Communication with players: open a feedback form with examples of art revisions, hold quarterly reviews of visual tone decisions, and record which signals were taken in consideration.
• Quality KPIs instead of hype: measure success not by social clicks, but by retention stability, growth of female and older audiences, and NPS for visual direction.
A game retains players with style, not with uniform fan-service that today feels cheap and short-lived.

but other than that, idk what example to give. I dont really pay attention to these kinda skins