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I would argue the opposite, there's a really strong skill transfer between gamedev(esp on the engine side of things) <-> embedded development. Both deal with hard constraints(performance, memory, storage) and you use similar approaches to deal with them.

At a more high-level HMI/game design has a pretty large overlap. No one knows what "fun" or "easy to use" are, so the approaches to converge there are similar(rapid prototyping, etc).



> Both deal with hard constraints(performance, memory, storage) and you use similar approaches to deal with them.

Indeed, understanding how a computer actually works is probably the most transferable skill there is.




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