I would imagine that as engine tech develops, it would serve to make your job flow smoother and be easier overall to do with the intention of allowing a single artist to get more of a project done in less time thus reducing overall game budget requirements. right?
As the tech to create gets better and easier to use, wouldn't it naturally yield to a smoother workflow and allow the same amount of work to get done in a reasonable timeframe with fewer artists? Or the same number of artists being able to finish a project much faster than before allowing for more games to be created in a managable timeframe and budget?
I don't know, but one thing I would like to see from these engine upgrades is more "ease of creation" so that big AAA-games no longer need to push work hours to the limits in order to get the work done, when it becomes so smooth and easy to get done within normal working means.
As I already mentioned, not having to do LODs and lightmaps does ease on production.
It depends on the game I suppose. For realistic stuff, the lack of any polygon limits does make photogrammetry a much more attractive option. Especially since the megascan library is free for use for UE games. Instead of going through the usual painstaking way of retopologizing and optimizing it for game use, they can be used as is almost.
If it's a more stylized game that wants more bespoke assets, well here I am stuck with a higher bar really. No two ways about it. I suppose we can give less a shit about optimizing assets and thus save time that way?
There are ways these tech improvements can make life easier, and also worse.
I also tend to have a more bleak and negative outlook on things, so until the engine rolls out and actively affects my work, I won't know for sure.
That said, I would hardly trust big companies to have our best interests at heart. If a company is already used to treating its workers like trash, better tech will hardly lead to them treating people better. They will just make people do more to increase profit margin, or just axe people to do the same amount of work with less people to increase profit margin.