I started working on as an intern, and continued working on it for the next 2.5 years as part of a core two-person team. I also got to fly around Europe doing press presentations on the character workflow/technology we were using. The most commonly-asked questions: 'you're a girl in video games, what's that like?' and 'so you scan the person into the computer, right?'
anyway, as you all know, the reality is quite a bit less glamorous and we handstitched and painted all the textures and models in a Cambridge sweatshop. :D
These are all pretty low-poly since they were built for PS2 -- about 3000 verts for the cutscene chars and 1500 for the higher priority in-game models. 800 for the lesser models and grunt #34039873587, and 300 for pedestrians and cage monkeys and so forth... just diff and spec.
I am in the game somewhere, but blink and you'll miss me, 'cause I get squashed by a falling pillar.
Quote from my ex-colleague: 'I hate him already.'
Suit model by Rob H.
and.. some other stuff.