In 1996-1998 I worked at Probe Entertainment (Later Acclaim studios), where I developed my first 3D game, Spirit Master, for playstation. We were supposed to have soft-skinned characters using motion capture data, which was a big deal back in 1997. However, we were not able to export anything into playstation until we got CGI workstations, where Nichimen World was the go-to tool for making real time 3D games. Nintendo and Squaresoft used it back in the day as well. We got it as far as playable demo, when Acclaim cancelled the title.
Footage of the playable demo
Original gwendolyn model exported into marmoset viewer, if you want to look at the topology. Lot of time was spent on perfecting the polycount and making the soft skinning work