You worked on Falcon 4? That was one of my favorite "games". "Game" in quatation marks as it was more like career than game.
Thanks and yes on Allied Force - whilst I can code in several languages, the guys that worked with me on that title made me look like a dribbling idiot in that respect (although I did do some work on some PG terrain algorithms), so I put my talent to use forming the company (again with others) and project managing what was a modding team of twenty guys into producing something the IP holders (Atari) and publishers would put out to market (amongst other tasks).
You wear many hats when COO of a small company, which is why I think I have my name in four places on the credits

and learned to trust the guys/girls with the right skills in the right places and everyone had demonstrated talents before they joined/were selected.
The real geniuses in terms of the engine, were the guys who designed and created VU2 (Virtual Universe 2) at Spectrum Holobyte/Microprose, which had its roots back in 1992, some of whom I have met over the years since the 2005 release. They also suffered from scope creep and/or too wide a vision (amongst many other pitfalls), plus as Surefoot points out with CryEngine/SC the technology landscape was moving under them all the time. We also had an aged DX7 renderer, when DX9 was the "thing" and whilst we had that mostly converted it, it wasn't market ready, so we had to hold it back and take the flak for somewhat outdated graphics in 2005, but that was the right decision imho.
The Dec 1998 release was forced onto them, which was a double edged sword. It prevented a Star Citizen situation (to get back on topic), but also left a bug ridden mess on the market.
To illustrate how bad (and what condition SC might be forced out to market in, if the money taps get turned off), we fixed over 10,000 out of tolerance data errors alone in models, entity attributes etc. which were causing crashes (wrote bespoke tools to find these) as well as thousands of code errors e.g. where the original team had confused -z with down in the coord system and other howlers like pitching up at 90degs would force a divide by zero error....some chunks like the networking had to be re-written from scratch because it was so bloated and sat in the middle of everything else - think the code equivalent of Cthulu.
For grins, here is what a game should look like in alpha

- you'll notice there's not a 3D model or texture in sight and I think myself and the head coder were trying to work out why some static ground entities weren't spawning around the Aviano Airbase area in northern Italy (the campaign was running on another machine and this tool was hooked into it). The hand numbered symbols were out of the database and visible to the "player" in the area. The rest were packed into the database, but still being operated on by the engine, but at a much slower frequency (you could set this as an entity variable to get under budget):

I see nothing like this being demonstrated by CIG