I think you're seriously overestimating how many AAA games do any kind of fancy pathfinding beyond "just use A*".
Ask them a few questions in the interview to see what specific kind of problems they’ve been solving :)
In any case, I'm not suggesting it's impossible, just costlier than people imagine when they ask for the feature.
https://www.cyclestreets.net/help/journey/routing/
at the most basic level it lets you choose between fastest and quietest routes, understands hills, cycle paths, etc.
There's many, many other choices https://wiki.openstreetmap.org/wiki/Routing
contraction hierarchies https://en.wikipedia.org/wiki/Contraction_hierarchies made cross-continent route planning practical and practically instant, eg in GraphHopper. A lot of the options listed there work offline.
And as an added bonus they’ll be unrelentingly optimizing your map application to the point where the UI will run at 144 Hz ;)