There is a reason Rockstar hires physicists.
There is also a reason I don't think I have ever met a mathematician which knows their times tables. Mental arithmetic is a fine skill but unless you are working in a bar or counting cards it is a party trick, or maybe a sanity check (anybody can spot someone fat fingering a key and causing something to be some 10 times greater than it should be, someone accidentally using / when they meant * and the thing being accidentally divided by is 1.05 does warrant a bit more).
I have taught game developers aspects of physics before, and there are plenty of examples of similar things throughout gaming.
At the same time I can think of a dozen different fields which require some exotic maths which are easier if you understand the maths used to calculate them/describe them. Light, matrix maths, some of 3d movement and representation, ideas of rotational motion (swinging on a rope, said rope gets stuck on a point and you want momentum to be conserved), back to 3d stuff then simple scaling factors and manipulation of items (see 3d modelling or more likely engineering CAD), want proper water physics/fluid dynamics and it gets maths heavy very quickly. Other times you may run straight into a wall if you don't get a concept in maths (you get stories of people teaching others to program and they struggle with a concept, people wonder what goes and it turns out they are 12 and obviously have not met that in school yet). Many of those in my little list before are seen in games but at the same time these days we have hardware and prebaked software dedicated to it -- I am sure we have all played games which showcase a nice magic spell full of fancy particle effects but did nothing because the game dev did not think to balance it within their engine. I could unpack grossaffe's list of scary American (seriously, nobody elsewhere in the world uses subject headings like that) terms and show you how they might be useful -- most will allow you to predict how things will change once you throw real numbers at them, create nice models of operation (games where a wizard starts out squishy but eventually ends overpowered compared to their warrior friend are usually examples of exponential growth, or at least growth to a power vs linear growth, and if you understand graphs you will spot that and be able to correct for it in your game*), and otherwise understand things more easily.
*while exponential growth and linear growth often start off with linear being bigger they cross at some point. You can make your level 100 wizard grow in power such that it crosses at that point. Alternatively you can add some other factor to the game to hobble the wizard such that it can still be fun for the others (in games this will usually be damage per second but that is rather limiting a way of thinking about it).
With all that said it is not that maths heavy a field. You are not going to get anywhere without logic and understanding the concepts of flow within it but the maths... it is fairly basic addition and subtraction when all is said and done and you literally are having a computer do it.
Maths tends to get used to introduce concepts -- I don't know if you are familiar with the idea of factorials (tending to be written something!, 5! = 5x4x3x2x1 = 120, 4! = 4x3x2x1=24, 3!=3x2x1=6....) which is probably the purest representation of the idea of recursion I can think of.
Choice video at this point
No great maths in there. Programming in almost its purest essence though.
Still
You may recognise those as the equations of (linear) motion. If you can't manipulate those trivially to get a given concept ("first equation I am giving you v, v0 and t, now find a" sort of thing) or stick it in the quadratic formula (second equation I am giving you r, r0, a and v0, find me t) then sort that very quickly.
If you want to grasp the foundations of game theory and game design (the workaround for the overpowered wizard being a start there) I'll not say no either. These guys do well here
https://www.youtube.com/playlist?list=PL3eVql0CPrVhG2AeVE1l8hcNPSNmoeagK