Getting paid 60% of what I could get outside the industry and the crunch time lowering that wage further, and screwing up my health, and leaving me with zero time for a social life eventually got to me, though, so I got out of the industry, despite my passion.
I now design board games in my spare time while working on enterprise software at a Microsoft shop, and get paid a lot more, and if I ever have to stay late (which happens every once in awhile) they credit me the time to take off in the future so I'm only working 40 hour weeks.
I absolutely love programming games! It's the most fun programming I've ever had in the 10+ years of writing code. Nothing beats showing off your creations with family and friends and them "getting it."
I've gone back and forth of whether I should join the industry but with a kid and high priority of family time, I just can't do away with what's actually important to me. I've never regretted working a solid job to support an awesome hobby.
I've started getting into the board game hobby recently and it seems like, while you're never going to get rich off of it, there's much greater opportunities to gain a reputation and while there's a lot of "play the game a few times and move on to the next" in the hobby as well, because games are physical they tend to stay out there and get reprinted for decades, instead of stay out there for a few months, on average.
I tended to design board-game-friendly designs in the first place, so I decided to pretty much switch to board games. As a bonus, there's a healthy demand for mobile app versions of board games anyway, so you can get a physical AND a digital version for the same game design.
Plus it's a hell of a lot faster to prototype new mechanics and build prototypes with physical board games.
But that's me. Programming games is still a lot of fun, just sucks when gamers spend so little time on your game before moving on to the next shiny thing.
I think the most difficult thing about the video game industry is the amount of drama in the hobbyest scene. Still trying to find a "group" that isn't jumping on the latest "cause" rather than feeding in depth discussions of randomly generated worlds.
One problem is that lots of people want to be game developers, so the working conditions and pay can suffer. But the consensus among indie developers who I've talked to is that the pay isn't as bad as people make it out to be, and it's still worth spending a few years 'paying your dues' at a large company, if only to learn about how the development process works in the real world; there's a whole lot more to making a game than writing a good engine. Unfortunately, game development also suffers from Publish or Perish Syndrome, so it's hard to get a foot in the door with large companies unless you've already shipped a game.
I'm saying all of that as somebody who thinks that they would enjoy being a game developer, but I've never worked in game development so most of what I'm saying is secondhand information. It's enough to make me happy to stick with learning on my own time for now, though.
One time I was tasked with implementing a system that simulated traffic in a city for an open world style game. That was a really interesting problem that I enjoyed working on.
I went to a gamedev job interview recently (messed up the 2nd stage (un?)fortunately), the first stage was some small tasks about 3d graphic, gemoetry, collision detection, etc. It's just so much more fun to me than "parse xml, put stuff in db, render html". I don't know why, maybe simply because it's different? I always enjoyed small scale math problems, and I don't really get to do that in my regular job.
ALL of the joy had been sucked out of development.
Work/Life balance was fine but the technical work/administrative work balance was completely off.
A simple game by myself as the complete owner on my own time seems way more fun by comparison.