The speaker has extensive experience with facial animation and rendering, all the way from Electronic Art's Tiger Woods to Naughty Dog's Uncharted. The primary difficulty with facial animation is balancing the trade-off between quality and volume, and the speaker has independently funded a project to address it. Traditional approaches such as motion capture with hand-sculpted blendshapes lose the fine subtleties of the face, whereas more extensive data capture processes (such as Universal Capture) are too expensive and do not fit game production requirements. To bridge this gap, the speaker has created a pipeline to drive facial animation using scans and motion capture. This session will walk you through the pipeline of taking raw scans, processing them into aligned blendshapes, compressing them to run in real-time, driving them with motion capture data, and then rendering them efficiently - the result being high-quality facial animation at moderate cost.