Also, related to that last question "I have been working this last 7 months..." I am Currently 17yo, not sure if that would matter when deciding who to pick.

Well, it means you've got plenty of time - so that's a boon :)
The fact is, every studio is different - the games industry is bonkers, really, in that you've got these giant behemoths all the way down to the indie scene where the output (at least the commercial output) is all there on the same marketplaces, like Steam, Humble Store, GOG, etc. It's all the games industry, just different flavours of it.
One of the worst things you can do at an interview, is have no real idea who you're applying to. So don't just pluck 20 well-known developers from a list of those vaguely close to where you live, pick them based on the types of games they make, whether the size of studio is one which you think would suit you, etc. We're all gamers, working on a game you like is kind of important - it's much harder to work up the enthusiasm for Family Feud the videogame regardless of whether or not there's a bonefide this-game-will-appear-in-shops-OMG aspect ;)
It's such a cliché to say that it's, "all about passion". I mean, it helps - turning up to an interview and gushing about how great their last game was and how much you want to work on the next one will probably win you some brownie points providing it sounds genuine - but it's not the be all and end all. Primarily, as I said before, it's about the quality of work in your showreel/demos.
Really, instead of "passion" we should talk about "enthusiasm". This is what's *really* important. The enthusiasm to learn, adapt, and work hard.
Even if, at first, you fail to find success with your applications / interviews it's not wasted effort. Just by going through the process you'll learn stuff about which types of studio appeal to you more, which aspects of your showreel impressed and which didn't. You can take all that and apply it to your second round of applications, adapting your showreel accordingly. This is where the enthusiasm bit *really* important - keeping at it, even if you find failure initially.
You'll be hard-pressed to find anyone in the games industry who hasn't been rejected at some point or another. When I was younger, I was flat-out rejected (just a "thanks, but no thanks" response) when I applied to Acclaim. It made me re-analyse my showreel and realise it was rubbish ;)
And I'll share with you the same nugget that was shared with me when I first started out in the games industry. There I was, young, naive, and realising I was horribly out-classed compared with everyone I was working with. "I don't know what I'm doing!" I cried to my co-worker who'd been working in games since the Spectrum days - credited on a bazillon games I'd loved growing up. "We're *all* winging it", he said, "*all* of us". Gave me a huge spike of confidence, that.

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