I certainly am happy with my realtime VFX career, which I’ve been doing for nearly 10 years now. Before that I tried my hand at almost every art role in the game industry, with a particular focus on modeling/texturing, but really I helped out with everything, which gave me some perspective.
I find that it more fully engages my entire mind, to the point where I can’t even listen to music that has lyrics in it while working because I need to focus so much - which has not been my experience with any other art. It’s definitely a different feeling than making other game art. It’s more like channeling controlled chaos than meticulously crafting something. There are so many elements involved, and simple changes to numbers, geometry, or material math can have huge sweeping implications.
I get to be more creative because there’s seldom concept art for VFX, just conversations with team members about the general direction. Whereas a modeler would be floundering to make a complex asset if they didn’t have concept or reference photos, it feels like the most natural thing in the world to make VFX that way. I think that comes back to it being more controlled chaos than careful crafting.
On the practical side, it has higher job security than most other roles because there are comparatively few people who know how to do it well. But there’s a reason for that - not many schools teach it as a focus. I had to learn on my own through dissecting other people’s work and reading a whole lot of random things I found on the web. And of course experimentation - VFX is all about experimentation. It doesn’t help that your tools and process could vary enormously between projects depending on your game engine.
The stress and hours can get pretty brutal near the end of a project, because VFX go in toward the end of the pipeline, so a lot of features suddenly need art at once. But it doesn’t necessarily have to be that way. I’ve found I can eliminate much of that by being a very squeaky wheel, maintaining constant communication with producers, animators, engineers, etc., to make sure things are planned and implemented collaboratively on a reasonable timeline.
Be warned though that the job requires a certain kind of mind - one that is capable of picking up tools quickly, learning through experimentation, and thinking as much with math as with vision. But if that describes you, I highly recommend pursuing realtime VFX.