"Sexy" is a subset of the twelfth principle of animation that's applying here - "Appeal". "Appeal" generally means "visually interesting", which we can break down into different aspects. For things to be visually interesting, some things we want to consider are interesting shapes, exaggeration of key features, and paring down the unimportant details so the important stuff stands out more.
The first thing we want to look at is shapes. When we look at characters, the first thing we see is their silhouette. Silhouettes need to look different from each other or they're dull. Different shapes are much more interesting to look at. Our eyes are trained to pick out things that are visibly different, so having the characters be comprised of different shapes makes them stand out more. Look at how Hsien-Ko here has so many sharp angles and different elements to break up her design. The wide belt, the different colored tunic, and the enormous arms that show the broad A-shape of her body.
After shapes, we want to exaggerate their key features. Beyond than the basic shapes, we want certain details about the character to be memorable. It might be a fancy mustache, a waistline, a color swatch, a hairstyle, a particular bit of clothing that makes the character unique. The key features should stand out and draw attention to themselves! Hsien-Ko's attacks all come from inside her massive sleeves, which have the enormous yellow accent on the end. This is on purpose - you can tell at a glance where the attacks will be coming from when she fights. Her body also has extra detail - the belt and tunic stand out against the darker other colors to draw your eye and tell you that this is where she is vulnerable. The hat and talisman identify what she is - a Jiang-shi.
Beyond that, human eyes get confused if there's too much to look at. We want the signal to be as strong as possible. This means we want to pare down and simplify away extra unnecessary details. The important bits about the gameplay must stand out, and all the other stuff should fade into the background. Too much to look at feels overwhelming or "busy".
Look at what happens to her clean design when there are a lot of additional details added. She looks pretty, but there would be so much context lost if this were used in a game - how does she fight? What's important to look at? This takes us from a clean visual design that conveys a lot of information to a more generic "sexy" design that doesn't tell us much else.
Consider what this design looks like when built in the Soul Calibur character creator - the extra details from the hat, sleeve belts, hair danglies, shoes, etc. all break up the look and make things look messy. The "same" design here just doesn't work as well, because we can't apply these same principles as well.
Making characters sexy is a shortcut to making them appealing, since sexy characters lean into the principles of appeal in specific ways. Sexy characters do work these core concepts of appeal, but appeal is essentially universal. The main purpose of appeal here is to convey information quickly about the character in a direct visual way. We do this through using interesting shapes, exaggerating the important details, and paring down the unnecessary extras.
[Join us on Discord] and/or [Support us on Patreon]
Got a burning question you want answered?
- Short questions: Ask a Game Dev on Twitter
- Long questions: Ask a Game Dev on Tumblr
- Frequent Questions: The FAQ