ITA used Common Lisp. The game company you mentioned is probably Naughty Dog who created "Game Oriented Assembly Language" for their games. GOAL was created in Common Lisp but was Scheme-like. They switched away after being acquired by Sony and needing to fit in better, they brought it back later on though.
Sony had a policy: games are implemented in C++, no ifs, ands, or buts. Once you're acquired, you play by the parent's rules.
That said, they did sneak Scheme (specifically, Racket) in the back door, by making their C++ engine data-driven and using Racket programs to generate and munge the data consumed by the engine.
Given the policy, simply don't acquire stuff not written in C++, and the people working on it not in C++. Unless it's competition and you're trying to bury it or something. Otherwise it doesn't make sense buy an operation and its staff, and then change their tooling and have them rework everything.
They were a hitmaker for Sony before the acquisition. The cost of a forced transition was perceived as worth it (and probably was; Uncharted and TLOU made more money than all their previous titles put together).
https://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp