Most of my gamedev time was at Deck13, so the following is probably more related to Deck13 and "aspiring AAA gamedev" than to Limbic and more contract work based areas.
If you're asking in terms of what projects I was involved with, you can find that info on the portfolio page
of my blog. In terms of tasks or specialization, I usually was "the editor guy" with a knack for usability topics and system / API design.
My usual day consisted of about 65% active development on my main task and 35% talking to artists about their experience with existing editor components, as well as their expectations and use cases for stuff that was yet to come - and then going to do something about the parts that were too critical to wait. Since we were a small tech team, it was a natural requirement to work in a self-directed way, with all the freedoms and responsibilities that arise from it. As a consequence, it was often possible to come up with your own ideas on how to improve everyone's workflow and implement them when there was time, which was kind of awesome.
Overall, I'd say it's a bit more difficult to get into professional game development than it would be to get into regular development, mainly because of its reputation combined with the fact that requirements towards applicants are usually quite high. It's not impossible though, and internships are possible as well - though they are (for a reason) often required to be longer than a few months if they're anywhere else than in QA. If you're going to apply, it's often a good thing to provide references of your previous work. I was never part of the review process, but it was my overall impression that references are just as important and can even outweigh academic degrees.
In the end, I left professional game development before being a full-time part of it mainly because I was skeptical of the industry's general working conditions and even though it was a great experience to work there, I had to at least try
something else. How would I know what I'd miss otherwise? And you've probably heard the stories: There's a lot of overtime in gamedev, and comparatively low payment paired with high expectations of skill and a general "you have to be passionate to work here" vibe. It's not all bad, but there's some
truth to it and so far I'm glad I went to try something else - even though I was never personally affected by this due to my role as a student job guy. Gamedev isn't the only field that can be creative, varied and fun, but it's one of the more prominent ones.
That said, you do learn a lot
in gamedev. I did my tech internship before studying and learnt C++ in the first few months at work, to a degree that years of both bachelor's and master's weren't able to match. If I had to name the top five tech people that I have the greatest respect of, probably all of them were colleagues in gamedev. They really knew what they were doing and it's an amazing environment to work in.
So.. I don't really know what else to say, and honestly, most professional game developers have far more industry experience than I do
If there's someone else around here, please share your own experience too! I'm certainly not "the expert" on this.
(Of course, if you have more questions, ask away.)