I'm not sure why you are insisting that this is a "AAA" video game release.
I mean, there's zero cut scenes. No voice acting. No story at all. There's no computer AI running opponents for the players. There's no physics engine. This is just a 3D modeling suite with a few extra bells and whistles. You have things like this being done by kickstarters. As I mentioned before DM Alchemist is pretty much exactly this - although this might have better graphics.
But, there's no way that this is even remotely as complex as a AAA video game release.
It's still complex software!It won't be as complex as an AAA video game release in a lot of ways as mentioned, but it's going to be complex in
different ways to a lot of triple A games - notably, support for user generated content, which has become
rarer over time.
How much rules and dice automation is there going to be? Foundry level, something more basic? How configurable is this going to be?
How complex will the editor be and what styles will it support? What type of map size, will customised sets be supported or only Wizards approved ones? How commplex are the pieces going to be? Is there going to be multiple floor support, stacking atop layers, or something more like Talespire that allows you to zoom the camera to different spots to see different layers?
What about rules to support homebrew - there's going to be big demand for that. Will
that have any automation?
What toggles will be there to support variant rules?
How will it link in with D&D Beyond?
What will the performance impact be on DMs compared to players? How much data and processing will be on the server side? How is that going to scale?
Will they need to make any changes to the graphical pipeline to support what they need to do?
How are they going to handle the various different 3d models they want to support - they presumably will need some sophsiticated system to swap in and out different parts.
Will they ahve any matchmaking? Will that all be handled inside the app - or will some of it be possible to be managed from D&D Beyond?
What other technical challenges are there going to be that's unexpected? Those always arise.
I wonder what unique challenges UE5 will present to them - it is great software and a great engine, no doubt, but there will likely be unexpected sore points. How will they deal with the kinks?
My overall point is that I think I have reason to be sceptical. As much as I enjoy what I have used of Talespire - a 3d VTT funded by Kickstarter - it is very much just a map, some models, and moving them about. There are no tools to the level of Foundry, but that's to be expected of a smaller team working on something much more graphically complex and somewhat more complex in terms of moving characters about and handling map creation, etc.
Is that enough for what people will expect of WotC? What
will people expect, especially with the promises WoTC are making? And will it match the price that they charge?