That's... pretty much what I was getting at.
The guy's art we are talking about was not made in 3D... I, for some weird reason, thought we were talking about painting 2D art, and making games that looked like said 2D art.
Have you read my post before that? I was just thinking about how you could streamline a production in order to work out a project like that and I think it's very possible since todays next-gen projects are far, far more complex in terms of asset creation than anything he does anyway. Creating the character art in 3d would make a lot of sense in order to streamline character animation, but even if you'd decide otherwise...
[quote:1udfhbjj]Of course 3D is far more common.... like I said, it is easier to animate and render images a 3D object, than to draw a 2D object from scratch for every single frame. And yes, if you did make a game that looked as good as those art-works, in 2D, painting them by hand... you WOULD need 200 people (perhaps an exaggeration, but you see the point I am trying to make?) to complete a large project.
What the hey? We're still talking about making a game that looks like the screenshots that guy posted, right? So even if you'd do everything in 2d, even the character animation - for say, that Mario game he re-created, you'd _never_ need 200 people. I don't even know how you're calculating this. 200 people, dude? I think you're highly overestimating that artwork.
Look at this:
http://www.gametrailers.com/player/48398.html
Here we go. I'd be surprised if their team is larger than 30 people at best.