Character Design · Visual Development · Storytelling
Built to move.
Made to live.
Johnny OttoI design characters from the inside out—beginning with personality, purpose and silhouette, then building the visual details that make each one immediately recognizable.
From turnarounds and expressions to props and cinematic moments, every design is developed to remain consistent, expressive and ready for production.
Baylar
The city is her terrain.
Baylar moves above the surveillance grid—scaling towers, crossing impossible rooftop gaps and reaching places the regime believes are secure.





Lina
Old rituals. New circuitry.
Lina reads the city as a living system, combining future technology with forbidden spellcraft to follow traces no conventional instrument can detect.





Maya
Every joke hides another move.
A prankster with a taste for riddles, Maya weaponizes confusion. She manipulates expectations, manufactures false trails and stays one step ahead on two wheels.





Ezra
He listens between frequencies.
Ezra turns scavenged radios, computers and obsolete game hardware into a surveillance network capable of hearing what the government buries.





Huz
The pattern is the weapon.
Huz sees the structure beneath the chaos—mapping institutional behavior, anticipating opposition and turning scattered evidence into a plan.





Axel
Close enough to take the truth.
Axel slips through crowds, restricted spaces and social boundaries, lifting the small objects that open much larger secrets.





Clariz
Disarming by design.
Clariz pairs an easy charm with fearless technical skill, entering sealed systems while everyone nearby remains convinced she belongs there.





Bruzzy
Power under control.
Bruzzy combines overwhelming strength with an armorer's precision, keeping the crew protected and every piece of field equipment working.




