thinking about how in team fortress 2, BLU's aesthetic being brutalist steel and concrete and RED's aesthetic being rustic wood and brick made it really easy to to tell which team's turf you were currently in. jesus christ that game is a pinnacle of functional art direction.
another great bit was in the transition from their concept art to the final designs of the classes, where they removed all the details from the arms and legs of the characters. this was to put greater emphasis on the head, center mass, and what weapon said class is holding, because that's what's important in a shooter.
sometimes i reckon fighting games should simplify their characters' chests and heads and put all sorts of detail into their limbs, so people can get a better read on a character's position and attack status.
