1) make your own cheap ass indie flash games
2) get noticed by a small development company & hired
3) slave away for a while working on their cheapo games
4) a) that company has a hit which you contributed greatly to, allowing you to climb the ladder & have greater say in creative process, maybe even getting chanse to pitch your idea
b) keep jumping companies till a) happens
c) Give up on taking the insider route, form your own indie company hope that the wing & a prayer your riding on take you anywhere but into a big pile of bankruptsy
5) a) When you're idea is pitched, its rejected outright. You fail
b) When you pitch your idea, they like it & promptly copyright the IP to their company, neglecting to mention your name & indeed not consult you any further on the matter. You Fail
c) same as b) except you are respected enough to actually be given credit for the game, maybe even put in charge of developing it. You spend the next 2+ years leading an underfunded project with an insufficient team. However, due to the CRUNCH philosophy of game development you find that with one month until release (assuming you even get that far) all you have is a barely working graphics engine (you couldnt afford middleware) & have to rapidly scramble to get the bare sembelage of a game ready for shipping in order to get the bonus (which is really just a euphamism for "we wont give you your full salery unless u work like a slave to meet our deadlines", much like how many resturaunts count tips as part of their salery)
6) a) Your game is released, it is roundly ignored by everyone with a wallet. You Fail
b) Your game is released, it sells alright. Your publisher promptly tells you to turn it into an easily milkable franchise that can be released yearly. You spend the rest of your career trapt in a cage you unwittingly built for yourself. You Win