Either nights and weekends, or after a few years as a SWE you could just retire somewhere cheap and go nuts on your game dev passion.
More work, less pay, more irrational management...
After the tens of thousands laid off in SW over the last few months, the sweet spot is in embedded, more than ever...
What’s nice is that embedded swe equals regular swe salaries at these companies! I am an embedded dev at a big tech company and interviewed at most of the FAANGS recently.
Unclear if those are base or TC, if it’s base then you’d definitely be over $300k with RSUs, but even if it’s TC a good year in stocks pushes that over.
(Mobile) game jobs aren't a more work less pay environment in the least, the successful ones make so much money that the companies want to keep the teams who made the game at all costs. The companies also recognise that it's the people who make the games, so the pay and bonuses reflect that.
And because the successes are so big €€€-wise, most companies can afford to spend time making the next big game instead of forcing people to crunch and sleep under their desks.
PC/Console gaming is a whole different world, don't know much about that.
If you really want to do it, side projects are the way to go. There's a ton of good engines out there and way more resources than when I was in the industry.
Now that you have unreal and unity etc, you can actually concentrate on game design and gameplay instead of worrying about the engine and tooling.
I agree though writing a game engine and physics engine is very interesting. I used to work for the R&D team of a casino games manufacturer. We created our own in house game engine. It was fun, but adding any new feature would take a very long time. In the end we shifted to unity.
I don't know how to do it and make money but I would recommend playing with the math. It's like magic, you setup the formulas and things just start moving on the screen. It was so much fun.
Fugro, Siemens, et al - Earth visualisation, medical imagery, etc.
The emphasis in these fields is getting visualisations and computations correct rather than convincing.
ie. The math part is interesting.
In remote sensing you might find yourself doing a continous pipelined SVD reduction of 500+ dimensions from a spectrum sensor to some three axis RGB like space to create a viewable image from a non visible part of the EM spectrum.
There's not so much of taht in game dev.
The pipelined SVD reduction mentioned was written while working with a small company with 13 airframes (fixed wing and helicopters) that did full spectrum rad+mag+grav+lidar surveys of small country sized areas (Fiji, Mali, other similar sized regions) and eventually sold to Fugro.
Sometime before that there was something that was aquired and became [1]
[1] https://hexagon.com/company/divisions/safety-infrastructure-...
but that was very pre google earth | maps.
Today there are oppotunities such as [2]
[2] https://www.abc.net.au/news/2023-01-08/space-satellite-image...