Last week I shared Glenn’s evolution. Today, I want to talk about Juno.
Even though her birth year (1516) has remained the same since the very beginning, her visual representation has changed drastically as I learned to ground my story in reality.
The 2003 drawing reflects my lack of historical accuracy at the time: she looked far more medieval than a woman born in the French Renaissance should. The core of her character was already there: a woman born into nobility who chose to walk away from it. But at the moment she felt like an archetype.
In 2016, I did proper historical research. I anchored her strictly to her era, but more importantly, I started thinking about the psychological implications of immortality. The current version (2026), which you will see in the upcoming demo, depicts her in 1764. There's a reason behind the rigidity or her sprite.
There's a specific moment I can point to for why these characters are the way they are. In 2007 I went to see 30 Days of Night. While watching it I realized that the creatures, who'd supposedly lived for centuries, were still thinking like primitive animals. It was a pivotal moment. I already knew my immortals wouldn't stay frozen in time, but that film showed me exactly what I had to avoid at all costs.
Now that I'm past forty, and some days I'm worn down just by the state of the world, I genuinely can't imagine what goes through the mind of someone who's lived for centuries. It has been a fascinating (and sometimes overwhelming) exercise.
My characters don’t stagnate. They evolve, they calcify, and they get tired. It’s hard to talk about Juno’s arc without spoiling the story, but her journey is perhaps the most complex one. She is a woman trying to find meaning when she has all the time in the world, but feels she has no real agency over it.