Over the years I have worked on many AAA video games, from Grand Theft Auto to Tomb Raider, Hitman and many more. One of the biggest ones was Grand Theft Auto IV where I 3D scanned and retopologized hundreds of assets, mostly clothing but also faces, shoes and other accessories. Rockstar games and just about every other video game developer out there has its own unique workflow and technical requirements much like you can see in the images here. The idea was to have very life-like contours as most characters are seen from mid- to far away. Each asset (shirt, pants, sweater, jacket, ...) was created as its own piece so that the developers could much and match to create thousands of characters.
Although games nowadays give you a lot more polygons to work with, I have to say it was a ton of fun creating them the "old fashioned" way, where 10K polygons was the absolute maximum for an entire person.
I have included my demo reel which I put together some years ago. It might be dated by today's standards but I'm still very proud of the work I did during that period. One day I'll put together a reel of the projects I worked on since!
My first demo reel I made to showcase the work I did for various video games.