Say you're a programmer who is self-taught. What kind of metric or test would you measure yourself with, to determine if you were ready to apply for entry-level game programming jobs?
Were I you, I'd do two things.
First, I'd take a sample of some code I've written for a project and post it to a programmer-specific website like Stack Overflow, asking for critiques and readability. As a programmer, your number one responsibility is to write functional code. Your number two responsibility is to write portable, legible code - if you want to get hired somewhere, you're going to be working on a team, and that means that other engineers are going to have to be able to look at your code and understand what it's doing. Imagine taking over a game system from somebody... say a camera system, or an animation system. The last thing you want is to spend hours trying to puzzle out what exactly the other person was doing. This is why legibility is usually more important than squeezing out that last bit of performance. If you're the only one who can understand it by looking at it, the code loses a lot of value if you ever leave or are unavailable.
The second thing I would do is either visit the book store, or look online for programming tests and programming job interview questions. There are a lot of varying opinions on the necessity or usefulness of a programming test, but the only programming positions I've ever gotten that *didn't* require a programming test were ones where the job was already basically guaranteed to me because I had worked there before and they wanted me to return. You should be able to adequately complete both written tests and the verbal interview-type questions. One of the books I suggest is Programming Interviews Exposed. It's a decent primer on what interviewers will ask about basic programming concepts, and I've seen quite a few interview questions like the ones in the book. I've also personally used programmerinterview.com as a supplementary site, though the overall content isn't as good as the book I mentioned. Finally, if you are aiming for a gameplay position in specific (which is my expertise), you should understand and be able to explain what vectors, dot products, and cross products are, and why they are useful.
I'll be the first to say that not all software engineers are trained that way. One of the senior software engineers who helped create the animation system in Tomb Raider wasn't a computer science major at all, but a physics major. The main issue with being self-taught is that you don't necessarily get the 'why' while learning the 'how'. Concepts like data structures and the four core principles of object-oriented programming are important to know (the why as well as the what), and it's very easy to learn to code without picking these up properly. These are the two ways I would suggest using to test whether you're ready for an interview. Best of luck.