>>720034957
NTA but as someone who has done character designs for commercial games (nothing grand, stuff for a friend's indie projects), I gotta admit that technically there aren't really rules but there's definitely good ways of designing characters for games and bad ways. Stuff like "communicate what the character personality is and/or plays like", "a unique silhouette helps", "keep your color palette limited" and so on and so forth. You can break the conventions on purpose if you wanna do something more experimental, but to do that you gotta understand what the conventions are, and Concord does not understand them. None of the characters have appeal. That doesn't mean they need to be sexually attractive, though that does help.
Look at how well beloved the TF2 characters are. They're highly distinctive with unique silhouettes, their color palettes are pleasing, not too garish but not too muted and they're careful about using those colors to draw your eyes to the weapon of the character, which in TF2 is the most important part. Just by looking at them can you tell what they're like. The big bulky Heavy, Soldier and Demoman compared to the lean Scout, Medic, Spy, Sniper and Engineer communicate what you need to know about their roles in a battle, whether they should hang back to support or get up close in battle. It ends up reading very well even in the chaos of your typical MP shooter. Concord's designs don't do this. The colors are garish and don't complement well, the silhouettes blend together and nothing about their designs tells you about what their roles are or what they're like. They could've made up for this by making the characters sexually attractive so they could at least make money off whales buying skins but they didn't do that either. They failed in every regard.