Meshes for VFX/film are quaded and modeled for subdivion at rendertime. They can have a lot higher poly count compared to those in games because they’re pre-rendered. For games, meshes are generally made with tris and are modeled with a lower poly count in mind to help optimize the model for real time rendering.
Each is modeled with similar edge flow. But because you can use a higher poly count in a vfx/film mesh, the resolution of the mesh can be used to hold the details, or can be used to model finer details more accurately. You also need to take into account how the mesh will appear once it’s subdivided, adding extra edge loops on edges etc. For a game mesh, because of the lower poly count you need to place your verts in a way that will hold and describe the shapes/silhouette more directly, because what you see is closer to what will end up in the final render.
In both cases zremesher and/or decimation can be used for proxy and background stuff, and might get you 80% of the way there for quick rigging and animation tests. But if it’s a rigged hero character, the mesh will probably be retopoed by hand because proper edge flow is needed for correct deformation.