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Just educate some of your staff in artist-ing, and you'll be all set.
So far as I've encountered, projects in A/V have had no art but I've only gone as far as 1993. Some software types have a huge amount of art eg:large games, with all the better options (so 3D graphics rather than text-based) selected it had something like 53% art (changing the design components can vary it upto 80% or lower it to 0% if you leave out graphics, music & dialogue - not sure if it stil classifies it as a large game then though lol) and there are some contracts that are 100% art (I think usually game assets IIRC). I found they seem to work better when they're set as artists, even if they're multi-talented, I'm not sure if this is because they prioritise say coding over art; of course it could also just be my perception. I have a seperate team of 6 artists and they do great. I cycle the work through so they're rarely not doing anything & staggered their hours so they stay later than others & that seems to work well for them. I suspect that the reduced amount of work they tend to do is why their pay is a lot less than the others. If you don't like them idle at all I guess you could also put them in their own team without designating them as artists, train them as marketers too and have them doing both?
They don't *seem* to work on the beta phase based on when they complete an alpha phase they stop working completely, whether they would chip in part way through, I dunno - I never give them the chance after passing it back to programmers for bug bashing.
Hope something here helps. :)