Since characters weren't a necessary part of gameplay loop, I started by quickly sculpting a high-poly character that can be used in many assets.
Then, for in-game optimization for simple background crowd, I baked out bunch of posed models and their normal to camera so that it can be a simple transp. card that has light interactivity.
Later down the road, this normal baking workflow ended up saving quite a bit of resources in many areas of the game - such as background assets that didn't need much geometric details.
Mock-up sequence made to be referenced by in-game animator
I was also responsible for adjusting and kitbashing assets created by https://www.artstation.com/stanverbitsky so that it would fit the flow of the game / camera better. These were later baked out to simple card layers for in-game optimization.
Eventually with enough technical familiarity of card baking and in-game workflow, I've mocked up these environments directly in Unity to be implemented in-game.
Another interesting challenge of this project was creating mockups of how UI elements will behave and how certain gameplay sequence will be implemented.
Early in-game exploration of map to gameplay transition, I was responsible for greyboxing the sequence and the map.