This is a very simple game model with a little more complex rig. No squash and stretch of facial controls on this guy, simply becuase of the poly count used, but I hope the functions of the controls make animating him much easier than if they wern't there.
This is a typical low end set up I tend to do on my high poly characters, without the squash and stretch, blend corrections and other deformation attributes I usualy add in.
I made this for portfolio animation work. I figured if you can communicate enough with the body language, that will sell your work more than the face saying what you hear and calling that acting.