If you want to know what employers are actively looking for, go look at the job listings on GrackleHQ. Great job board for the industry.
Post-covid many companies are willing to work remote, but distance still matters. In the US there is still state-by-state regulation, and even when people are working from home there is value for workers to be local enough to come in to the office for machine repair and replacement, for administrative tasks, and for infrequent in-person activities.
As for looking for motivation, that's somewhat of a red flag.
Game studios want to know a candidate can do the job. Among the best evidence a person can do the job is that they've already been doing the job. That's why prior experience in the industry is by far the most important, senior and lead positions typically require years of industry experience. If you don't have industry experience companies look at your academic history which is another thing you've actually completed, and look to your personal projects that you've completed. The theme on all of these is the question “What has this person done already?”
When you write that working on a project is difficult to stay motivated, it makes me wonder if you would stay motivated to do the job. Motivation isn't what gets people through their career, motivation ebbs and flows, motivation is nice, but it is discipline that gets projects completed even when they are difficult, discipline to work on it day after day even through the hard parts, even through the problems, even through the bits that nobody wants to do but still needs to get done. Over the years I've seen lots of people who come in thinking that building games should be as fun as playing games and because they're a gamer they would make a great developer, roughly like saying that eating fine food qualifies them to be a chef, or listening to music qualifies them to be a musician. While people who are skilled at building things also enjoy other people's finished products, and often enjoy them at a deeper level because they understand the complexity of creating them, merely enjoying finished products doesn't qualify people for creating them. So it's not a disqualifying thing, but it is a caution flag.
You also write that it's taking “a bit longer” to do the work, and that's something else studios know to look at. It is common for people to seriously underestimate the time it could take to build things. “I could make an MMO like that in a weekend” translates to “I have no idea how much work is involved because I equate a half-billion-dollar 6 year blockbuster with a weekend project”. There are a few people out there who for specific subsets of specific problems can turn out high quality work on a topic very quickly, but that's an exception and usually limited to very specific domains and not the broad world of development. That's part of the reason interviewers look at COMPLETED projects, because getting things done is different from dabbling with them.