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...