Buuuuuut.... the early stages of starting game development these days are, "What engine do you use?"
And honestly it can be a daunting choice. They're all quite large and have their own jargon and way of doing things. I can get through a "Hello, world!" tutorial in an afternoon but it'll take months before I get something useful to work and load my brain with all of the jargon to navigate the documentation and forums...
versus writing everything from scratch. It's a slower start but I have already learned a good programming language and can go from there. I don't end up with a black box of performance problems. Nor do I end up trying to shoe-horn my round game into a square peg. It's quite common going down this route to write your own data formats and tools as well: level editors, compilers, debuggers. And the productivity starts going up fast as you build momentum.
So I typically go a "libraries not frameworks" kind of approach.
Which seems to be entirely alien in the enterprise world. The common wisdom here is to never write your own tools. Always use what's on the shelf and get going as fast as possible. Yet I often end up in those tar pits where cloud costs overrun operating budgets and failures happen constantly without any built-in observability... I wonder why more teams don't build tools for themselves?
Is it not as uncommon as I think?