The Shift From Inklings To Humans In Splatoon Fandom
The original Splatoon games made it pretty clear that humans were basically extinct, wiped out by the Great Turf War long before the story begins. That premise was always a little thin when you actually thought about it. So fans started asking the obvious follow-up question: what if humans still existed? What would they look like? How would they fit into a world built around squids and octopians? The answer has become one of the more persistent cornerstones of Splatoon fan creation, and it has grown into something much larger than a simple "what if" scenario. At its core, this fan concept revolves around imagining human beings existing within the Splatoon universe, usually written as surviving descendants of the pre-Inkling era or as a parallel population that was never fully eradicated. Artists, writers, and roleplayers treat them as a legitimate species niche within that world. The creative output spans character design sheets, fan fiction, fan animations, cosplay, and increasingly, interactive media that treats these humans as equal participants in the Splatoon status quo. The appeal is straightforward. Splatoon already established a world where anthropomorphic marine life forms wear clothing, operate technology, attend school, and wage territorial battles. Adding a human faction does not break any established mechanics. It just expands the ecosystem. The games deliberately left humanity's fate ambiguous enough that fan creators could fill in the gaps without contradicting canon.
I spent probably three years watching this thread grow on various Splatoon forums, starting around 2018 when the first major human OC (original character) sheets began appearing in dedicated art communities. Most early attempts were lazy, leaning too hard into generic anime aesthetics. The ones that actually stuck had one thing in common: they treated Splatoon's color theory and fashion rules with the same seriousness as Nintendo's official designs. That attention to detail is what separated the lasting work from the disposable content. Here is the practical side of working within this space, because there is a reason most fan-created human characters eventually fade away. Splatoon's visual language is built around bold color blocking, specific silhouette language, and accessory storytelling. When you design a human character for this universe, you are not designing a person. You are designing a visual element that has to read correctly next to an Inkling or Octoling. The proportions shift. The costume logic shifts. The color palette has to exist within the same saturated, high-contrast world that the games use. Most beginners mess this up by treating their human character like a standard anime protagonist. They give them realistic skin tones, natural hair colors, and clothing that belongs in a modern setting rather than an ink-soaked battleground. The result looks disconnected. It works better to think of your human character as another tributary in the same design river. Skin can still be human-toned, yes, but the outfit should feel like it was made by someone who shops at a Tidemill outlet. Gear should have visible utility. Silhouettes should echo the roundness and simplicity that defines official Splatoon character design.
Color theory matters more than people realize. The Splatoon franchise uses a specific triad system: primary colors as faction identity, secondary colors for gear accents, and neutral tones for functional equipment. When I started building my own human OCs, I made the mistake of using a full rainbow palette. It looked like a different franchise entirely. Switching to two primary colors with one accent, plus neutral gear pieces, immediately made the character feel native to the world. That adjustment alone changed how seriously people took the designs. There is also the matter of ability mechanics, which many creators ignore until it causes problems later. Splatoon characters have identifiable combat roles: tank, skirmisher, support, area denial. Inkling and Octoling designs reflect this through weapon choices, armor placement, and visual weight. Human characters should do the same. A human designed as a front-line brawler should carry bulkier gear and read as heavier than a human designed as a speed-based flanker. Skipping this step makes the character feel hollow, like a mannequin wearing a costume rather than a functional participant in a combat sport.
Get the Full Details

How to Build a Human Character That Actually Fits
Start with the faction alignment. Splatoon's world divides primarily between Squid Corps and Octarian remnants, with various neutral and independent crews floating between them. Your human character needs a clear position in that landscape, even if it is ambiguous. Are they aligned with one side? Operating independently? Part of a newly formed mixed squad? This decision shapes everything from their color scheme to their available gear to their narrative purpose. Next, lock down the color palette using the same three-color maximum rule that official Splatoon designers follow. Pick a primary hue, a secondary hue, and one accent color. Stop there. Everything else on the character should fall into white, black, gray, or skin tone. When you exceed that limit, the character visually competes with the background instead of standing out against it. This is not an aesthetic preference. It is a readability issue that matters in both static art and animated work. Gear selection deserves real attention. TheSplatoon universe treats equipment as a core identity marker. Every visible piece should communicate function. A harness means they carry extra ink. Goggles mean they operate in low visibility. Knuckle guards suggest hand-to-hand combat training. I once created a human character concept where the outfit had six different pockets, three separate insignia patches, and a layered vest system. It looked interesting until I realized the character had no plausible reason to carry any of that stuff. Stripping it down to two meaningful pieces fixed the problem instantly.
Silhouette testing is the step most people skip. Draw your character as a solid black shape and see if it reads clearly. Can you tell it is a human versus an Inkling versus an Octoling just from the outline? If not, adjust the proportions. Humans have different body structures than cephalopod humanoids. Wider shoulders, longer limbs, a more torso. Lean into those differences rather than trying to make your human character look like an Inkling in a wig. Weapon design follows the same rules. Splatoon weapons are immediately recognizable because they combine real-world firearms with absurd, color-coded modifications. A human character wielding a Splatoon weapon should not hold a generic rifle. The weapon needs a visible ink mechanism, a nozzle or barrel modification, and a color scheme that ties back to the character's primary palette. This detail work is what separates hobbyist fan art from work that feels like it could appear in a licensed product.
Where the Community Stands Now
The fan-created human character movement has matured significantly since its early days. The quality bar is much higher now, and there are established communities on platforms likeTumblr, Twitter, and Discord that focus specifically on this niche. Several creators have developed character bibles that include backstories, faction affiliations, ability systems, and even fan-animated combat sequences. Some of the more ambitious projects treat human characters as fully integrated members of the Splatoon world, complete with original factions, lore documents, and cross-character relationship maps. These tend to be the works that last longest because they invest in world-building rather than just visual design. A well-documented human character with a clear role in the community's shared lore will endure far longer than a pretty concept sheet with no context. That said, there are real limitations to this kind of fan creation. Nintendo has never officially endorsed human characters in Splatoon, and the company's trademark and copyright enforcement is active. Fan works exist in a gray area that depends entirely on continued corporate tolerance. The moment priorities shift, entire communities can lose access to their hosting platforms overnight. This is not speculation. It happened to multipleSplatoon fan projects between 2020 and 2023, and the creators who had archived their work locally were the ones who recovered quickly.

Another limitation is the inherent tension between human realism and Splatoon's cartoon logic. The games operate on exaggerated physics, impossible ink mechanics, and stylized anatomy. A human character designed with strict anatomical accuracy will always feel slightly off within that framework. The workaround is deliberate stylization: oversized eyes, simplified facial features, and proportion shifts that match the game's art direction rather than fighting against it. The most successful fan-created human characters accept these constraints instead of fighting them. They lean into the stylization. They build clear abilities and mechanics that respect the game's established combat balance. And they contribute to the community by sharing their design process openly, which raises the overall quality standard for everyone else working in the same space. If you are interested in exploring this further, the best starting points are the dedicatedSplatoon fan art communities on Tumblr and the Splatoon fan wiki sections that track original character development. Many creators also maintain dev logs showing their design iterations, which are useful for understanding how experienced artists solve the same problems you will encounter.