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Skills that get you hired
C++ and engine internals
The highest-paid and least crowded corner of games. Most applicants cannot do it.
Graphics and shader programming
Rendering specialists are always short. It is heavy math and it pays for it.
Tools and pipeline programming
Building the editors artists use every day. Unglamorous, stable, valued.
Multiplayer and networking
Hard to learn alone and hard to hire for, which is exactly why it is worth learning.
Technical art
Half artist, half programmer. A rare and well-paid combination on any team.