No not yet, not for many, many, many years. The way game development will go in the next 10 - 15 years is the way it has been going, procedural.
Right now we’re half way between the ‘old’ way of modelling and the new, that’s making meshes then making the different textures and masks, importing them and making a shader/material. Applying it and then you have your model with a set size texture (eg. 2048x2048). This is soon to go away and the start of this can be seen today with tools like Substance Painter & Designer.
Texture authoring will improve and I believe the next ‘big’ improvement will be a standard model shared between all engines/rendering techniques, think of it like a “physically based rendering 2”. Along with this we’ll at some point get a special file format designed specifically for this use case with compression that is designed specifically for real time rendering meaning files will be a lot smaller. The next stage will most likely be the integration of these tools into the ‘top level’ software, so here we’re talking about 3dsmax, Maya, Unreal Engine and the like so the Substance software will no longer be a separate application but instead part of most higher level software. This will “unify” texturing, the ‘old’ methods however will still be supported for many, many, many years.
Modelling will be the next thing on the list to change, as of right now not much has changed in this industry. We still use 3dsmax/Blender/Maya/whatever and still have to follow the same set of rules as we did 10 or even 20 years ago, we can just do ‘more’ of it now than back then. Today we are JUST beginning to see some of the ways this will change with Houdini and SpeedTree. This will eventually “return” to the way it was back in the days with “level editors”. You’ll be able to create a wall brush (for those who don’t know that’s old terminology for a cube) like you could back then only now it’ll procedurally “form” itself into a detailed wall with appropriate edge detail and corners that aren’t “knife edge”. Basically a semi-procedural level editor that works not to disimilarly to the way it used to but that creates highly detailed and realistic levels from simple shapes. Texturing and modelling will unify somewhat.
Basically the ‘barriers’ will come down that currently exist between you and what you want to make, a lot of things we have to do today like UV Mapping, manual optimization and LOD generation as well as pixel based texture sizes will all go away and instead be replaced by “how detailed do you want this, it will use this much memory”. Advanced options will not go away of course there will be a tun to work with but it’ll be A LOT easier to make things.
As for coding, that, despite peoples hopes and predictions will NOT go away. Things like Blueprint will also not go away and will exist much the same as they do today but expand in availability and usability making it both easier for newbies to work with and stable/faster for the pros as well, meaning an artist can design an awesome system just as much as a coder and the choice whether to make it in a blueprint like system or in code will not matter beyond preference. (ie. blueprint will “generate” code like it does today but will convert to native code like c#/c++ as you design)