This is a great style for a one man production. If you keep true to the example image, the frames should render in 2 minutes or less.
Since you are such a good artist, paint your skies and other textures as much as possible and apply them as decals.
Keep the geometry very simple. Often you can avoid adding bevels to buildings and such simply by setting the bias magnitude of any corner CPs to something like 12% or 20% (the default is 100%).
In TWO, and now in Scarecrow of Oz, our work flow is a little chaotic, so we are only loosely following the suggestions I am about to make.

In the end, it really just depends on the workflow that you are comfortable with and that works in your particular circumstance. It seems to change on every project I do and with each different group of people I am working with. You will eventually discover what works best for you, so my advise is merely a bunch of suggestions that may or may not help you to maximize your efficiency and help you to complete your project in a reasonable time.
* download and install Celtx and copy your script into the program.
http://celtx.com/download.html Celtx lets you tag elements in your script as props, characters, dialog etc. Then it will generate lists for you so you know exactly, at a glance, what characters, props, effects and other scene elements you are going to need. You can also tag daytime/nightime sets. Here you can also break your script down into scene or shot numbers - very handy later when you create your file system to keep everything organized.
* create a file system. The top folder might be named the name of your story. Under that, create folders for 'images', 'materials', 'characters', 'props', 'sets' , 'project', 'foley', 'animation', 'preview renders' and 'final renders'.
* In the 'characters' folder, create a folder for each character. Do the same for 'props' and 'sets'.
*in the 'Project' folder, save your script and your spreadsheet (mentioned below).
* in the 'foley' folder, save the audio for the sound effects.
* in the 'animation' folder, create folders for each scene or shot number. This is where you save the project file and/or chor for the animation of each scene or shot.
* the 'preview renders' is where you save the quick shaded renders of each scene/shot. These can be rendered straight out as Quicktime or AVI movies. Each movie is named the same as the scene/shot number you are rendering.
* In the 'final renders' folder, create a sprerate folder for each scene/shot number. This is where you save TGA or EXR image sequences of the final renders. Each final render should be named with the shot/scene number followed by 4 0's - for example - 01_01_01_0000.tga. AM will automatically increment the numbering when it renders, so if you render the scene as 01_01_01_0000.tga, A:M will automatically name the second frame as 01_01_01_0001.tga and the third frame as 01_01_01_0002.tga and so on.
* The way you file the voice recordings will depend on how you approach the voice tracks.
The most efficient way I have seen is to record all the voices and edit them all together for each scene, so the voice track is a single audio file for each scene. However, you have to be very good at visualizing the action while you are determining the timing of the voices. You have to leave enough time between dialog for the action to happen, but not so much time that the scene becomes too drawn out and boring. If you do it this way, make a seperate folder named 'Voice Tracks' and name each audio file with the shot/scene number. (01_01_01.wav).
Another way is to keep each bit of dialog as a seperate audio file. Import all these bits into the project in AM and fiddle with the timing right in the chor. This is a little less efficient, but it gives you the opportunity to adjust the timing as you flesh out the animation. If you go this route, create an additional folder named 'audio' inside the folder for each scene/shot number in the 'Animation' folder. For example: 'Animation' > '01_01_01' > 'audio'. In this audio folder, save each bit of dialog that goes with the scene. Name each bit of dialog with the character name, followed by the first two or three words of the dialog. For example, 'Bugsy_did_you_finish.wav', 'Thug1_yeah_boss.wav', 'Bugsy_I_have_another.wav', 'Thug1_Im_on_it.wav'.
* get familiar with a spreadsheet app. I use OpenOffice Calc and it works fine for me.
* create worksheets in the spreadsheet named Design, Models, Rigging, Texturing, Voices, Animation, Effects, Lighting, Rendering, Editing
* In the worksheets Design, Models, Rigging and Texturing, create sections for 'Characters', 'Sets' and 'Props'.
Under Characters, add the name of every character in the story.
Under Sets, add the name of every set you need to build
Under Props, add the name of every prop you need to build
* In the worksheet Voices, add the name of each character in the story and who is going to do the voice acting for each character.
* In the worksheet Effects, add the name of every effect you think you are going to need and which shot or scene number it occurs in. Things like explosions, wind, animated clouds, dripping water, a striking match etc are all effects.
* In the worksheet Lighting, add the names of each of your sets
* In the worksheets Animation, Rendering and Editing add the shot or scene number of every shot or scene along with a short two or three word description of the shot/scene to help you identify them.
* Draw a character sheet for each character. In each character sheet, draw a front, side and rear view of the character in a default "T" pose. Also draw a couple of poses that characterizes the character's range of emotions. What does the character look like when it's happy, sad, angry ?
As you complete the sheet for each character, mark it as 'complete' in the 'Design' worksheet in your spreadsheet app. Every time you mark something as 'Complete' in the spreadsheet, you will get a little morale boost. These little boosts are important to keep you going.
* Turn your script into a series of comic book panels so you know what your characters' key poses will be, what the mood will be, what the camera angles will be and what elements and/or buildings they will have to interact with in each panel. Once you are done with this, you will have a good idea of what each set looks like.
* Create some drawings for each set. Include an overhead 'Floor Plan' view and one or two perspective views for each set. Also, if there are any special architectural elements or details, draw them too. This will speed up your modeling and set building when you get to that stage.
* Now that you are organized and have all your ducks in a row, do the voice recording. Record the voices very early in the production process. It is much easier to animate to the voice tracks than to try to get the voice actors to match an existing animation.
* While the voices are being recorded, start building all your characters and rig them. You don't have to texture them just yet. You should rig your characters before you texture them, because sometimes during the process of rigging you have to move CPs around or break splines and reattach them for better movement.
* as you complete the modeling of each character, mark it 'Complete' in the Modeling sheet in your spreadsheet.
* as you complete the rigging of each character, mark it as 'Complete' in the Rigging sheet in your spreadsheet.
* At this point you can start texturing, or you can wait on the texturing. It is important to do the texturing before the lighting though, because how a set or character is lit will depend to some extent on its textures.
* build all the props - as you complete each prop, mark it as 'Complete' in the spreadsheet. Most props don't need any rigging, so label them as 'Not Needed' in the Rigging worksheet.
* Build sets. Focus on the immediate area where the action takes place in the set. As set pieces recede into the background, they can be much less detailed. The far background can simply be a giant cylinder decalled with a matte painting. This will help avoid rendering problems, will speed up rendering, and will allow A:M to be much more responsive when you animate.
There are three ways you can build a set.
You can build the entire set in a model window. This works well for simple sets, but as the set gets more complex, A:M bogs down consideraly.
You can assemble the set in a Choreography window from a bunch of different models. This is my favorite way, but it has a serious drawback. If you use the same set in several different scenes, it is easy to lose continuity when you have to change the set or add elements etc. You have to open the choreography for every scene that uses the set and make the exact same changes in every one. This gets tedious really fast and it is easy to forget something.
You can assemble the set in an Action window. This is a pain in the arse, but it has a serious advantage. If you make a change to the set, every scene that uses the set is automatically updated, so you only have to change one file and everything stays nice and synchronized. If you assemble the set in an Action, create a 'base' model for the set. This can be an empty model, or it can be the main element or whatever. Name this model something like 'MySet_base.mdl'. Every action requires a base or default model to start with. All other models are added as 'action objects'. When you have many different sets, it is easy to forget which model is supposed to be the Base model. If you name the base model something like 'MySet_base.mdl', it is much easier to remember. Save the Action as something like "MySet_Assembly.act" and save it in the same folder as the set model(s). ('My Story' > 'Sets' > 'MySet' )
Only include architectural and landscape elements, and props that don't require much interaction. As a rule of thumb, do not include any items you will be animating, though there may be exceptions to this rule from time to time.
Things seem to go much more smoothly for me when all my characters are rigged and all my foreground sets and props are built for the whole story before I do any animation. Otherwise, I have to go back and forth between moddeling, rigging and animating and it is easy to lose steam.
* Do Layout. Create a project file for each scene or shot number. Some people prefer to create only Choreographies (.cho) and do not deal with project files (.prj) at all. Either way is fine. In each project, import all the characters, props, set pieces, audio tracks and set assemply actions. Assemble the set. Add the props. Place the characters roughly in their starting positions. Set the properties for the camera. Do not do lighting yet, except maybe for some very basic temporary lighting which you will delete later. Layout every scene or shot. Your animation will go much faster if all this prep work is done first.
* Animate! Go ahead and animate the whole story. After you animate each scene or shot, do a quick shaded render to test the timing and the audio.
* Once animation is done, if you have not finished texturing everything, finish the texturing.
* Now do the Lighting for each set.
I strongly recommend that you do Not put lights directly in your set. In some cases, you may discover during the rendering stage that you have to break a render into passes (foreground, middle ground, background or whatever). Sometimes you render in passes to cut down on render time. Sometimes you do it for greater control of the final "look". Sometimes you discover it would be best to create an effect seperately and composite it in Post. There are many reasons for rendering in passes but I am not an expert in all the techniques so I can't really describe them all here. Regardless, if you have to break your render up into passes, you will need the lighting to be the same for all the passes. If you deactivate your set in the chor in order to render just the characters or foreground elements (for example), your lighting goes away too, so you are screwed. If all your lighting is in its own seperate action or model, then you can keep the lighting "Active" while switching On and Off the other elements.
If you build the whole set in a Model window, create an Action named 'MySet_Lighting.act' with your set model as the base model - do all your lighting in this action and then drag the action onto the set model shortcut in the chor.
If you build the set in a choreography window, create an empty model (with nothing in it) named "MySet_Lighting_base.mdl'. Now create a new Action named 'MySet_Lighting.act' with 'MySet_Lighting_base.mdl' as the base model. Open windows for both the choreography and the lighting action and tile the windows side by side. Drag the 'MySet_Lighting_base.mdl' model into the choreography and drag the 'MySet_Lighting.act' action onto the model shortcut. Position the lights in the Action window and hit the [Space] bar on the keyboard to update the Choreography window. This is a slow and sometimes tedious process, but it will insure that your lighting is consistent in all the choreographies that use this same set. You may have to make seperate lighting actions for daytime and nighttime. It is easy to swap out the lighting actions depending on the time of day or whatever.
If you assemble the set in an Action window, make a copy of your set assembly action and name it "MySet_Lighting.act". Place all your lighting in this action. Then delete all the set pieces from the lighting action so there are only the lights (and of course the base model which you cannot delete).
Only have 1-3 shadow casting lights (unless you are using some kind of light rig to produce soft shadows). Try using Z-Buffered shadows first. If that looks unacceptable, then switch to raytraced shadows. Z-Buffer shadows render faster.
Put several colored klieg lights (non-shadow casting) in the set. Orange, blue, yellow etc. and arrange the lights so there are darker areas and lighter areas. You don't want uniform light over the whole scene.
You can often get a nice dramatic effect by using IBL.
It is often handy to bump up the "Ambience Intensity" in the Choreography properties to soften up the lighting and lighten the shadows. Values of 25% to 50% seem to produce nice results.
* Test Renders!
More often than not, I discover some issue after looking at a final render that I have to fix. You will be tempted to go straight for a full render, but don't. First render every 100th frame, then look at them and make sure everything looks OK. This will save you time and frustration.
* Final Render.
Once the test frames are acceptable, go ahead and do a full render of the choreography.
* Foley (Sound Effects)
While you are waiting for your renders, you may want to start on the foley work. Use the quick shaded movies as your reference.
The foley should be seperate from the voice track(s). Your editing program will have to be able to handle *at least* two audio tracks. On one track you will put the voices. On anoher track you will put the foley. If you have a music score, that goes on a third track.
* Fix Render Issues.
Even if the test renders look good, you will often notice problems with some if the final renders. Use a program like Irfanview to step through each frame to check for issues. When you see an issue, make careful notes of the frame number, the issue, and whether it must be fixed in the chor and rerendered OR if it can be painted out in a paint program.
*Export the audio.
If you edited together all the voices into one single audio file for each scene or shot, you can skip this step.
If you imported all the dialog bits into your projects as seperate audio files:
Open up each of the quick shaded movies you rendered. (You still have those, right?) If you have Quicktime Pro, you simply choose File > Export > Sound to Wav. If you don't have Quicktime Pro, you will have to find a program that can extract the audio from your movie and save it as an uncompressed wav file.
In many cases, the audio extracted from these shaded movies is fine, especially for a nano-budget production. Sometimes, however, the exported audio is just not acceptable. In those cases, you will have to manually sync up the original recording of each bit of dialog with the video in your editing application.
*Edit
Regardless of what you use to edit the movie together, the process goes something like:
Import you frames as image sequences.
Import your audio.
line everything up and create your dissolves and transitions etc.
then export the final movie.