Well, sure, you can learn whatever you want. The key is just experience. Like when I was younger, I tried to make an MMORPG with a group of random people I met on the internet. None of us really knew what we were doing, and of course we never really got anything done besides a rough demo, but it was good experience. Cause now I know first hand that's impossible. So if someone approached me about making an MMORPG today, I would laugh. But you have to at least try it once to know for sure.
And then if you make a smaller game, and it works out, then you know first hand that works as well. Like the first version of Ella I made in 1 week. I don't even remember deciding to make the demo, or having any sort of plan. I barely even remember making it. Not sure how that happened. I was just messing with Godot and looking at my library of 3D models I bought and thought that one looked interesting. But there was never a plan or design document or anything written down. I was just having fun doing something I wanted to do, and once it started looking nice I figured I had to release it.
I think this is a better way to approach it. Just like an artist sketching in a book with no desire to ever show anyone. And if there is one sketch that's looking nice, or a character you created, then you make more drawings and eventually one of them comes out good and you show people. But the point should never be to make money or something like that, it should be more about the art. Though it could also be about telling a story or making people think, in a way that artists can have unique ideas or perspective. But that is different than just trying to be popular or making money.