Initially, Hevn was going to be designed so that nearly all interactions and backstory would be told mostly through the environment in one way or another. The main reason for this is a combination of lack of resources and skill (this is the first time I've ever tried to model/texture/animate anything in 3D). However after gaining a little more confidence in Blender and learning about the amazing tool MakeHuman it was decided - adding human-formed inhabitants to the game would help to make the game that much more immersive. The problem then became how do we make the inhabitants quasi-believable while keeping the performance at a decent and predictable level. We're talking relatively low-poly here.
More game design details at IndieDB