Right, not counting time sunk in creating the models or some of the sprite poses which only needed minor tweaks, but with selecting and test driving outfits, tweaking textures and colors, posing the scenes, camera angles, lighting, dforce runs, baking the HDRIs for the bits with sprites, rendering out multiple passes for the engine movements, fixing those passes as that scene is pushing the vram limit and just spilling over in some cases making it drop to CPU for the last handful of iterations leaving it grainy in some cases, rendering out the sprites, selecting and editing the backgrounds, writing the dialogues, selecting a musical score, editing the images, applying transforms for the animations, adding the images into the text, applying transforms for the zooms and pans, reworking to fix nip-clips and other wonkiness, deciding to throw in a big vignette with the camera panning up and do posing, rendering, editing the image, transforms, etc. for that, going over the whole scene a dozen more times for each choice to get the flow of text and the transforms right and fix typos. I'd say about a weeks' work.(...) Naughty: Just curious as an aspiring dev (someday), how long does it take, roughly, labor time to make a short complex scene like the pirate ship sequence?
Having said that, no-one says you have to start out doing something as involved as that scene, or even go with sprites instead of full scene renders (which tend to feel a lot more cohesive). Get a first, small project in, so you can actually experience what the process of creating an entire game is. Find out what you feel fits with your style and your workflow, and build on that.