Yes, the first experience for me with that was the first Crysis game in Editor mode. The way I played it. With little mutexes. The reason is to make those large art teams as productive as Posible.
To be honest game engines(at least the big mainstream ones) are getting much more point and click as the years go on, more time and effort is being put into trying to make engines that are easy to work with for non-technical people like artists, designers, etc. It saves a lot of time and money when big companies don't need to hire a dozen programmers just to make tiny changes to an engine to do something that the other devs need/want in a game, so the suite of tools you get is relatively impressive.There isn't much reason to learn coding just for the sake of learning it, you can pick up the very basics of a language in a day or two, but learning all the rules, complications, ways to make things happen on different platforms or working with libraries, those things take years to learn. In the case of just wanting a game you're basically avoiding the experience all those developers making the toolsets have accumulated over the years, just to have your own crack at it. That's fine if you want to be a programmer longterm, but not exactly efficient if you just want to develop a game. It'd be like learning to cut down trees and saw them just to make something out of planks you could pick up from the hardware store.I could also point out those engines just save insane amounts of time even as a programmer, I couldn't even begin to explain how much code and time it saves just using those engines. Even if you're experienced enough to know how to do those things, the fact is that they are already done for you. It isn't like we all have 'fun' writing what amounts to almost boilerplate code to set up things that have been set up thousands of times before, but in a slightly different environment.
With script coder artist and game designer a total conversion means a new game.
I got this FPS weapon balanse idea. But I also want to learn C++. So I have 3 pet projects one is a game, to do it myself or at least try to.
But for FPS where my focus is more on weapon balanse and realism or simulation. I think Crytech engine wil do where you can choose out of 3 script languages c++ C# Lua. Even a balace mod wil do.
Triple A studio have huge art teams that the way they are in the big league as you need huge capital to have large workforce. So a very data driven engine is key to productivity of those work forces.
Of course with a smal team you have a small art team you can still make GFX rich games but not that rich in assets or high fidelity. But not all games need that. A Mass Effect high profile title vs the first Counterstrike. Total conversion mod of other game.
A other way to get quantity with small team in assets is go Procedural generation.
These solution complement each other.