Click images to zoom out and in.
The sketches do not zoom.

First thing, a sexy amazon warrior.
I tried to put some logic in her clothing, not just making the skirt slanted because it's pretty,
but to give easier acces to her secondary weapon.
the motif on her clothing has no purpose though, other then decoration.


Next up is the ''SEAL FORCE'' Logo.

I tried to implement wings, symbolizing an eagle, and thus symbolizing, the united states, and power. I wanted to put a weapon somewhere in there too, and something which represented water. First ideas were a swords and waves.
Waves turned out to be too sophisticated for a strong and simple logo, so i lost those.

Next i tried a sword in simple wings, but i figured a trident would be a better symbol, seeing as Neptune is the god of the seas. I also fiddled with an anchor and a submarine in several concepts, but that turned out rather busy and hard to display at small size.

Finally, after i started pixeling, i thought it might be a good idea to separate the circle from the wings, and turn it into a globe, because navy seals get shipped everywhere. The wings were given a stripe came look.
The colours chosen are gold and a bluish grey. The slight blue tint to make it complement the gold better, grey because military equipment usually doesn't have happy colours. Gold to represent honour, and other assorted good qualities.

Total palette consists of 16 colours, including transparancy.

A work in progress animation:            And the Final logo:

Next up are the sprites for the Seal unit.

I tried to keep close to the reference, in colour and layout, but i changed a few things. For instance having holes in the gloves, so you'd see some skin, which would make the hand more visible. 
Also gave him glasses on his helmet, for some extra detail.

There are a couple of varations of the sprite, all the same navy seal, and all in isometric perspective, just in varying stages of realism..

Next to the sprites are the individual palettes. I went with a fairly saturated green to make the character pop a bit.
The skintones are not the yellowy orange like the reference, but a pink teint, to complement the green.
16 colours maximum, including transparency.
And we're off to the animation. I went with the topmost sprite, since it follows the reference sprite the closest.
Starting with a skeleton, and the head (no swinging head, not necessary, would take too much time, and the subpixeling would just make the sprite blurry) Then adding the hands and feet as blobs. Next adding the parts in between, only flat colours to distinguish. Shading the body in global parts. Adding some detail, ànd refining, and then some more.



Which gives this final result:






And a mockup, Just because.




~Snader