Black_Stride
do not tempt fate do not contrain Wonder Woman's thighs do not do not
You answered yourself:
But often times, new devs learn the tool rather than how to program properly. Many of them didn't even study programing and come from other areas like game design. Not to mention a lot of artists who know very little of the technical side of things and end up relying entirely on specific tools like fmod to integrate their work into the game, tools that oftentimes only work well with these standard engines.
Godot and unigine are basically dead end engines.
You aren't gonna see any AAA or even AA indie games running on either any time soon(if ever).
I tried learning Unigine.....a waste of my time, truly....and this is coming from someone who wasted literal years learning CryEngine 3.
A texture artist should not need to know the technical side of things same reason a game programmer could be a horrible designer or artist but they make things work.
Tech art need to make tools that make the artist lives as seemless as possible.
NDs lighting artists will use Maya for cutscenes then the project goes through the tech art program to integrate into the engine.
Anyone with a design or animation background could then in theory work for ND because Maya is industry standard.
It's better to have multiple masters than have few jack of all trades.