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Game development on aggregate isn't any more technical than making a movie anymore IMO. We aren't in the 90's where making a game started with building an engine. The bulk of videogames released each year are indie games where the workload of programming is probably less than the art required to fill the space (which is also often just bought from the unity asset store).
If anything you are correct just because it takes literally 0 social skills to solo dev a game, while making a movie usually requires actors, whom would likely need some form of interaction to help guide them. Has there ever been a successful "solo dev" movie?
Point being that success in hollywood isn't really based on soft social skills, but movie making has a baseline requirement for social skills that game dev doesn't have. I imagine however that rubbing the right elbows will get you just as far in Rockstar Games as it would in Disney Films, provided you have a reason to be in the room in the first place.
Having spent time in the single A development space as well as contracting for TLAs, I would rate the average skillset of the technical staff making low budget licensed games and mobile skinner boxes above the people who have to leave their cellphones in a cubby before going into the office. Averages in both cases get brought down when you include artists or systems engineers. Meanwhile isn't there a meme in Hollywood about a desperate need for gaffers who know how to actually light sets and audio engineers who can make speech audible?
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