Is it fairly normal though? I would expect a healthy ratio of software engineering.
It depends upon the project, I suppose. I've looked through the credits of AAA games from time to time, and I've always been amazed by how many artists are involved, especially compared to the indie-games I prefer to play.
I remember being astonished with this
early tour video there are rows of art/design staff and only a couple of "AI programmers" that seemed to be using visual tools for scripting stuff.
In hindsight, this should've been a warning sign. But back in 2014, we didn't know that Chris Robert's pre-alpha was actually a machinima video done "in engine." Chris Roberts seems to be far more focused on
looking like a successful game developer, than successfully developing his dream game. Hence, the massive staff of artists at a stage of development when there's no need for such a massive number of artists.
We can take a look at some credits for
RDR2 here, a game Roberts and his backers like to compare with. There is a healthy ratio of both programmers and artists. I'd say it's almost 1:1
I looked at the same page, and out of curiosity (and a lack of anything better to do during lunch) I started counting. After a bit, I started multiplying more than counting, because the artist section was rather dense with names. On the technical side, despite being the same length, most of the time I still counted, because they weren't nearly as dense with names.
By the time I'd gotten through about a quarter of the credits, I'd reached a ratio of approximately 60% artist to 40% everyone else, and then hit a
second stretch of artists just as dense as the first, and even
longer in length. It was at
that point I started counting pages. By the time I made it through QA (4 dense pages), I'd only reached the half-way mark, and I was at about a ratio of 80:20 artists to everyone else.
Beyond that were even
more artists, with a few technical people sprinkled in, studio and publishing operations, yet
more artists, and
then I hit the huge list of voice actors, motion performers,
stunt performers, animal handlers, and musicians.
I'll stand by my statement that the bulk cash spent on AAA games is in the art department, not the programming one.
And sometimes, I have
way too much free time on my hands that can't be spent productively, like playing games.
