One more dev did come to my mind.
Cyril Megem he was developing Warshift I believe in CryEngine.
He for example did not start a company, he is running under his civil name, made this game in 5 years and published it.
There is also a fail story.
Limit Theory by Josh Parnell:
The guy was developing this game and the entire engine, tools from scratch on his own he was even developed his own scripting language for his own engine, it was really ambitious project both the game and the engine to power it. Toward the end he suffered a mental break down because he was pushing him self too hard and he had to seek medical help. After he decided to hire a programmer to help him but eventually they did run out of money and the programmer he hired left the project and the development stopped and the game never got finished and never released. People on the forum still discussing why he failed but it was nothing to do with the name.
The developer was a perfectionist, he did not accept anything less than 100% and simply trying to achieve something this big on his own that was too much for 1 person and he did not managed his time and money well. He was going for months with no break and when he realised his engine is not performing well he decided to start from scratch (because the result was not 100% and he did not want to make compromises) he was pushing him self even harder to catch up to meet the deadline, failing the deadline was not acceptable and that’s it. It was too much for 1 person but it was amazing what he have actually achieved. You can watch his vlogs on youtube from before the breakdown, if he was lower the bar and accept he won’t be able to simulate thousands of AI instances but only 50 or 20 it could have been a pretty amazing space sim game imo.
So the lesson to learn from this case is to know your limits and never put the bar too high and learn to make compromises when you do.