Wanted to take a moment to consider the design elements behind our latest hunter - what they articulate about her character, the world of Supervive, and how she's meant to appeal in terms of visual and character design. Probably breaking this up to get into rambling details.
Basics of Design & Appeal
Crysta's design starts with a strong sense of shape language, with her baggy pants (which seem to be overalls partially taken off) contrasting with her petite torso and arms clad in tighter clothing. Her motif/element seems to be those pink crystals (more on those later), displayed most notably in her crown and underhair, though we can find elements in her shoes, hands, and those face markings as well. Rounding her out are her drones, which provide a certain 'engineer' feel, at least on the visual level.
That mixture of her as conventionally cute or feminine against the scrappier, engineering aspects set up a real sense of contrast. There's a few immediate canons of characters she draws from (cute engineer, cute bomber, crystal girl), but she remains pretty distinctive. Side note - while still easily within the canon of 'classic female appeal', she is pretty notably distinct from the body types of say, shrike or celeste. She's small and not particularly curvaceous, which I think both suits her character well (her power coming from her tech and the fact she's made of explosives) and is a fun bit of variety. I could maybe grumble about her face being rounder/bigger eyed than earlier concept art that drifts her towards disney face, but I understand the move here is meant to specifically evoke her as cute in the exuberant but dangerous femme tradition.