I went with low-poly humanoid insects with segmented limbs. sketched all the characters at once so that they have a consistent style. With the entire process in mind, The premise lent itself towards models that were comprised of simple shapes that were easy to texture and rig, while still giving me the creativity to make memerable designs with expressive animations. I used techniques such as strong silhouettes and assigning each face to a color palette rather than using texture maps. These are techniques I learned from this
GDC Talk by Ethan Redd. Another thing to note is that these characters have no feet, limited fingers and many of them can fly. All of these design features played a role in reducing the time it took to animate these characters significantly.