Well it not as much intended to create the original resources from scratch completely, its focused more on bringing them all together. Which it could create the resources itself, i just haven't dug deep enough to cover all those bases myself, yet. I have dabbled at writing (in DBP) image editors, uv-mapping, modelling from scratch and primitives, terrain editing etc.
Resources would be one half of the system, the creation/editing of images, models, sounds, etc. and the other half would be integration...the implementation of all those resources is where it gets really tough for a lot of people, especially those who are not programming gurus. Think along the lines of shoot em up kit or something, except for the real developer, not just a tinker toy that can do only certain things.
btw: the types of games i mainly wish to produce with it are 3rd person games, because its the most broad category of games, whether it be action shooter rpg or what have you. So it could be thought of like FPSC except more intuitive and not so specific.
EDIT: whichever solutions the program in the end presents, they need to be completely independent of other programs, for example, programs like make-human or DAZ3d offer solutions to fit somewhere in the pipeline, intended to produce an asset that is used later down the line in other programs. The goal is to make the pipeline from end-to-end all in one application. So not only should you be able to create characters like a character studio, but also handle animations, as well as end them up in the game with collision and movement controls etc.
Yes, its a very ambitious undertaking but for the millions of line of code i have written, i see the benefit clearly.