Professional gameplay programmer. I LIVE for this kinda stuff, and yeah, it's a very different ballgame than most other programming fields. You basically have to live by a few paradigms.
Programmer time IS iteration time, and iteration time has to be hyper low in video games. The faster you get a working solution, the better.
Gameplay gets nothing for CPU cycles. If I want to hit 60 frames a second, my whole game has to happen in 16ms, and gameplay maybe gets 1 whole ms if I'm lucky some projects. The stupidest most literal operations are usually the cheapest, and the heavy weight math solutions aren't performant enough.
On a related note, stupid code is easier to work with. Video games are pivoting huge swaths of "functionality" in programming terms sometimes daily. If you try and make every piece of the game a clean, usable, correct API, you will never finish a game. If your script just adds 5 to the position of an object every frame, it's stupid easy to change that with almost no technical knock on effects. Again, iteration and performance are everything. Gameplay programming is the bottleneck of most design iteration.
And lastly, the thing that trips up newer gameplay programmers the most, is that you should never solve problems you aren't actually having. You might think "oh if I design in this more general way I might be able to use it for X, Y, and Z in the future" and that gets you killed in gameplay programming. You're doing a ton of work for a hypothetical you don't actually know exists yet, and the majority case is that you discover more with faster iteration that disproves or negates those hypotheticals left and right. The most abstract you get, the more difficult it is to change when your model is proven wrong, changed by designers, changed by technical limitations, etc, etc.
It's great, I love it here, gameplay programmers are a horror to other programming disciplines!