As far as I'm aware the state of the art tooling at some studios is far greater than any demos from the Lisp world, though I don't think it's beyond a much smaller number of Lisp programmers to accomplish. e.g. one simple feature being able to take any pixel on the screen and trace back through what calls produced it. Studios also usually support live changes as you edit code/data (often times the code is in a simpler language like Lua when it doesn't need to be core code, I hope no one pretends C++ is anywhere close to as flexible at changing live as Lisp...), and of course all sorts of world / level / map editors with varying degrees of integration with your asset pipeline -- having a "game"/simulation whose purpose is to build your actual game is often nicer to work in than the code such a tool outputs directly, even after a macro treatment. I don't care if object x is at vector v and y is at vector u, I just want this character standing here and that character standing there, and maybe have a tool to quickly snap them to the same plane. (Incidentally this uncaring about absolute values in the coordinate system at least up front is what turned me off from PovRay on Linux...)
Then there's a rich variety of third party tooling for specific things you become aware of when you start to have studio levels of money to buy licenses, and those typically don't have Lisp wrappers.
Still, CEPL is pretty sweet, and in the related bin it's neat to see things like Flappybird-from-the-ground-up-in-the-browser through ClojureScript and Figwheel. For a beginner who doesn't have access to the best tooling in the industry, or even an amateur who just wants to make a simple game, there are a lot of good (and good enough) options. Even behemoths IDEs that force you to relaunch a scene to load your newly compiled changes aren't so bad, given that because the language you're working in probably starts with C it's also a given that state management is harder than with more functional-programming-friendly languages so it's much easier to reason about your game scene when you're always starting with a fresh state. Raw OpenGL with C++ should probably be discouraged unless the person is explicitly aiming to become a pro at a big studio (in which case they might be better off learning DirectX)...