   Facial Animation in Games: workflow, techniques, peculiarities, limitations etc.
  Hi,(New to gamedev.net -- not sure if this is the best place to post.)I'm writing a thesis about facial animation, and as part of my literature review I would like to write a bit about facial animation production in games. I know a fair amount about how facial animation (FA) is done for film, but I know little about the process in games, especially the workflow (how is it different from the process in film?), uniqueness aspects of FA in games, limitations, peculiarities etc. References to books and online resources that would will also be appreciated.Thanks for sharing your knowledge and experiences,- Olumide   
  Can I add an ignorant question to my original post, it could help shed some light on the differences between both production processes:If game artists have access to and use the same 3d software and techniques (i.e. blend shapes and motion capture data), why is game facial animation almost always of poorer quality than that produced for film? Could it be because:(1) Consoles have lower poly budgets and limited computational power on consoles? (On low poly counts, Ken Perlin's face demo (YouTube video of demo ) shows that good facial animation can be accomplished with low poly gounts )(2) Game studios often hire too few animators(3) The animators working on film can tweak their work to perfection? (If this is the case, what stops game animators from doing the same?)   