Every game needs its opposition team. In this case, I figured I would start with the classic Innsmouth neighbor, the Deep One. 50% fish, 50% redneck. Realistically this came along well; the comic style mock-up didn't take too long to do, and the result looked great. I'm still whittling at it in Unity, following leads on both additional elements which can be expanded on with a procedural generator (likely a grammar system) and behavioral facets that work towards its presentation.
I think the best way to improve it right now might be a particle effect simulating salivation, a generative noise placed on the jawbone so it looks less static, and hopefully, a detail-mapped slime trail dripping down it. One thing at a time, though—I need to implement a proper inventory system next. That's a whole different kind of art work. The Deep One concept can sit and, as we say, marinate for a bit.