Anyway, I didn't know a lot of things, so at one point I got the test environment and production environment tangled up in the code. I don't even remember the details of this confusion and I'm not sure I'd be capable of understanding how this was possible, but the long and the short of it is that one time the boss came down and asked something like "Why am I a horse?", and the answer was that he was being logged in as a user on the test environment which had a name that was a horse pun and a horse for a profile picture. Fun times.
A debug line someone thought wouldn't ever see the light of day.
I don't know if the new development model of "hit release date and fix everything after we sell the DLC" has made this better or worse.
There are corners of game development that are more "chill" than others. Studios doing work-for-hire for other projects can build sustainable businesses. People in the "serious" game and simulation space seem to have a pretty normal work experience. Likewise shared tech teams at the biggest publishers/developers are more insulated from business variability and shifting project deadlines.
This is all anecdotal from interviews, news, etc that I've seen.