Although I am not new to the professional world of development in general (I've been a web dev for about 10 years), I am currently about halfway into leading a small team through the process of developing a game, which has been a life-long ambition of mine. I am fairly business-savvy and at least a pretty good programmer (I'm being a little modest to not come across as a jerk, but I mean to say that I'm at least not a noob, and I'd probably be considered like a "level 2 or 3" kind of programmer in the corporate world). My secondary programmer, and "number one" in Star Trek terminology is also extremely skilled. I consider him my partner (our previous gig together was running one of the "top" Minecraft servers for about 2 years, which returned a large profit).
For the game we are developing, my primary partner and I realized we needed someone with some serious artistic experience to help us out, as while we had the dev side of things under control, neither of us is an artist in any stretch of the imagination. We have no budget, and hence we started looking for an artist who would work with us on a revenue-sharing arrangement, and we found one. He's been doing a great job, and we like the quality of the work he's created, but we're concerned that the quantity of the work he's produced is insufficient to meet our release timeline goals, and we're at a point in the dev cycle where we're kind of leaning on a need for artwork.
My primary partner and I are considering the possibility of bringing in a second artist, and as such reducing our revenue share by the amount we'd come to an agreement upon with the new guy.
My question to the pros out there is this: are we falling into a trap? Are we following solid logic, and is it a good decision to bring in a second artist to bridge the gap in art quantity in a project in the state we're in? Or are there other ideas out there about how to increase our art quantity in a shorter frame of time?
Mind you, we like the quality of the work our current artist is creating...we just need more of it, and given our revenue share arrangement, I'm apprehensive to try to put the coals to his feet too much (he's a guy with a normal 9-5 job and kids and all that).
To rebut one possible response: I know it would be ideal if we had a budget to "juice" our production speed, but...Kickstarter kind of blows, I don't have any rich relatives, I'm beyond the end of my own personal cash flow from putting 24-7 hours into this game, and I'm really trying to just release this game wholesale without getting into any early access scenario.
Any advice from seasoned vets would be greatly appreciated.