We're definitely really lucky to have Phil, as he's amazingly fast at what he does. Really, everyone on the team is very fast. But you're right, art is one of the challenges because of the natural arc of a project. Fortunately, for Arcen's projects we have them structured in a way that Phil can be working on more or less permanent art the entire time (more things like backgrounds and related objects that won't change early on, then more gameplay-related stuff later in the cycle, for the reasons you mentioned). So that keeps us out of the weeds concept-art-wise.
But part of it is also that we don't do a heavy amount of animation, which is something we are limited on based on the amount of time that would take, etc. As it stands, programming tends to last after the art is all done (on things like TZR), but with Tidalis it's about even from the look of it (but with two programmers and one artist). If we were doing crazier animations and such, our ratios might be different there. And with Alden Ridge and AVWW, where our core engine will be more mature from the start (not switching platforms during the middle of that one), I think the skew will definitely be towards the art being the limiter there, once again. I can't guess as to which will be the limiter on the next AI War expansion, but with two programmers working away at that I suspect it would be art just based on that.
So, we'll see. As things go, we'll make adjustments and so forth as needed, but part of my job as project manager is making sure that nobody is doing too much work that is just going to be thrown away and not make it into the final game. We all do work like that, of course -- sometimes things just change -- but compared to the AAA studios we're pretty lean and mean on that score, and I think that really helps us hit our ridiculously aggressive schedules. Even other indie studios tend to take a lot longer on their games than us, but it really depends on the team, their staff level, the amount of art detail they are doing, the number and type of platforms they are pursuing, etc, etc. So it's really apples to oranges from one studio to the next, I think, but I'm really happy with how things are going with Arcen overall. I look forward to being able to grow a little bit more and so get a little more done as a team, but even now the amount that we are able to get done is pretty stellar in my opinion.