Do tell!!! A once tried game dev and quickly realized that it requires more skill than I have.
Not much. Got real sick, had to drop out of flight school, picked up the pieces, put myself back together, wasn't gonna get to fly again, so I had to do something new. Went to school to figure something out, took some game design classes, they weren't all that useful (wanted us to work in Second Life and stuff), so I taught myself some stuff. Ultimately went to film school, realized I hated the cul-de-sac of theory, realized the physicality of crew work and my disability wouldn't get along.
At the time, I'd been commenting a lot on game websites; a guy who works for the New Yorker noticed my writing, he liked it well enough that he helped me learn how to pitch articles, eventually I got a gig with a website explaining how game mechanics work. When my work started getting shared internally at studios, I landed a consulting gig for the real big AAA stuff with the 9-figure budgets and stuff, which was cool.
But I wanted to do my own stuff. Didn't work out super well, eventually started my own company, made an award-winning video game called Adios for... well, less than the cost it takes to make a house, but the goal was to go "look, I can ship on time and on budget," and we nailed that (and hey, 94% positive reviews on Steam are pretty good) now I'm working on new stuff.
Making games is hard, but if you put together a team and pay them really well if you're lucky to get funding--the biggest difficulty I have faced is that money is expensive right now, so getting someone to go "yeah, okay, you have a perfect track record, you've got game of the year awards under your belt, you've swooped in and solved some very costly problems for various clients, okay, here's three million dollars, I know you can make a profit on that" is harder than it looks.
A lesson I learned when consulting is that a LOT of game developers are very... well, without proper production pipelines, they will just mess around for years, experimenting, trying new things, failing, and ultimately releasing a product that isn't inventive or interesting at all because they finally went "oh, man, we have to ship!"
With our current production pipeline, our publisher is apparently over the moon with us, 'cause we hit all our deadlines and aren't messing around. With extensive preplanning, we're... not ahead of schedule, but were able to increase our scope without any significant delays and zero budgetary changes.
So I keep directing projects, showing people that we can ship on time, on budget, and with critical acclaim, and slowly scaling up until the point where we go from 'profitable' to 'printing money.'