The goals of getting a job in the industry, and making a game people love, have completely different requirements, with surprisingly little overlap.
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As for the latter (game industry requirements) I read this article a while back.
https://lazyfoo.net/articles/article11_top-ten-mistakes-game...
There's a great list of Fundamentals halfway through. Though I have no frame of reference for how reasonable it is. (Is the average game dev really expected to implement a rigidbody sim from scratch?)