Amy was designed to have a cartoony and doll-like look that is popular in computer-animated feature films. Even though this is a low-polygon model, the high-density model was sculpted by someone from a major animation studio to give her maximum appeal.
This version of Amy was created for a real-time use on a desktop platform with a limited shader model. The shader only supports a single diffuse texture per mesh, no normal-maps. So all organic detail needed to be modeled and some shading/AO is baked into the textures.
The polygonal detail is focused on her face and hands. For instance, she features modeled fingernails and an upper eyelash lid. Great pains were made to maintain physical detail in her crown-like braid that runs around her hair while not exceeding a 20K target polygon.
She features a bone rig and an extensive set of blendshapes for lipsync and expressions. She also has a special bone-rig in her face which was used to bake out the blendshapes which could be used directly. As the company name implies, Amy is designed for acting rather than for traditional gaming applications.
In this clothing she would be well-'suited' for edutainment titles that feature a lot of talking.