feed back so far : @normen like the right one more. @baalgarnaal suggested to make the legs shorter to make it look like a monkey, @mifth answered he was afraid the animation would look weird @scrubalub said that the left one reminds him of earthworm jim (great game btw :D)
The one on the right is more simple and has more character in my opinion. He’s a bit more intimidating than the left as well, partly due to his proportions. The left one looks ‘smarter’ if you know what I mean. It has to do with his more human proportions and posture. All depends on what you guys are going for but I’d pick the right one for a strong villain that’s sorta intelligent to imbecile, and the left one for a more intelligent, and perhaps doesn’t fight with his bare hands type of villain.
Oh, you never specified if this was a good guy or a bad guy, but they both give that vibe to me for some reason. Probably the lines, concept art tends to do that.
One last thing, it would seem to me the right one would be more fun to model/animate, but that’s just my opinion! If he’s intended to be bigger than the tanks, I’d go for the right one in a heartbeat because it just makes more sense. Taller things are easier to topple, especially at that scale. So the hulkier, stout proportions would be much, much more intimidating.
Don’t mean to be the spoilsport, but I’d like to restate my question regarding animation. There’s a reason we don’t see many models like “Sinbad” the ogre around, because humanoid rigging & animation is tough. I’m all for iterative design, but chasing dead ends is something different. Until there’s a very capable and committed animator involved, the concept artists’ time would be better spent conceptualizing more easily realizable assets, such as vehicles and odd looking space props.