There is no technology wall here yet. Development has to shift, and development tools have to shift. Consider the development of applications and operating systems. It has gone from something written from scratch and working on a very simple level to something where you use layer upon layer of complex development toolkits to generate a very abstract application very quickly. For example, making a simple text based word processor could have been done by a single programmer in the '80s in, say, two weeks time. In that same two weeks, an adept programmer now using tools, APIs and toolkits properly could develop a simple GUI-based word processor with spell checking and a few advanced features.
Given, these would both be *very* simple word processors (you could type in a box and print would be the idea -- modern word processers are remarbly complex), but the point here is that development has shifted in such a way as to allow much more complicated and abstract programs be generated very quickly. The GUI stuff alone represents years and years of work for teams of programmers, and a programmer can harness all of that work easily.
Consider middleware for games. You have the Unreal development platform, for example, and it provides an interface with which you can easily import models, assets, create maps, etc. Programs for creating those models and importing animations are getting more and more complex. As computing power increases and programs improve, these tasks can become easier. The issue we're running into now is that the scope of the games, the scope of the art and the scope of the graphics are increasing faster than the development tools are growing.