I think one of the best solutions would be for 1 or 2 people to help Ocean a little with the development of his games, but that's just advice from me, after all people lose interest in things as time goes by and it would be a shame to see this game and Summer Gone fall into oblivion
I will probably never hire any people. (At least not in the art department.) Every update, scene and cinematic is already completely visualized in my head and I only need to bring it into the rendering software.
Other artists would have a different style and are probably not capable of matching mine.
The only help I will get in the future is a coder.
Summers Gone fell into his lap...it was not his idea or creation. He has taken over it (thus why he is reworking the intro so SG). In order to do both somewhat competently he now has 2 seperate machines working on each title independantly. Once the reworked renders and dialgue are done i have faith he will be able to work on both to a consistent degree and within better timeframes.
Summer's Gone is my creation.
I gave it to Regium because I saw how long WiAB would take to finish and I had faith in him. But he struggled and while my quality was increasing, he was running in circles and so I took it back and remade Chapter 2 SG.
The 3090 renders 2-3x as fast as the 2080Ti. Future development speed will definitely increase by a lot. (Also remember that I did cut the updates in half after SG Ch3.)
Another big factor is that I am not using out of the box environments. SG and especially WiAB will feature so many new customized environments in the upcoming updates that I all had to create at first.
As soon as all these environments are done, development speed will increase significantly.
What always wonders me is.. If a dev releases monthly updates with 200-300 renders he is considered hard-working.
If a dev takes 4-5 months and releases 5x - 8x as much content, people complain even tho it's the same or even more.
(I know the thought behind this and the risk of people forgetting your game.)
And a very important factor that many people forget is:
Work doesn't always correlate to new content.
I often spent 12h a day working on the games and only 3h of them will result in new content. The other 9h are spent improving, experimenting, and discovering new elements to further improve the game. (Blender in this case.)
All I can say is to have patience.
Trust me, it will be worth it.