ail fast and fail loud, there is no other way
I recommend to rethink this. I do quite some interviewing these days and saying something like this in an phone screen or interview would be a dark red flag. I don't know what experience you have in professional development, but maybe don't think so much shipping, but daily development in large teams of maybe 100 people. If you crash loud and hard on every little bug because of not programming defensively I don't see such a team working effectively.
FWIW, in my professional experience, crashing on assertion failure (if a debugger isnt attached) is very common.
You should also have a basic automated build-and-test in between commits being pushed to the central repo, and commits actually being merged into the main branch.
i.e. if you try to push code that contains an assertion failure on any platform, your code should be automatically rejected before it has a chance to reach the other 100 people on the team.
Even at jobs where most asserts were continuable, we'd routinely have "broken builds", where someone's committed a bug (often non-crashing - e.g. cant navigate the menus - but would've still been caught by a simple autotest) or a broken art asset... And dozens of people waste half an hour waiting for a fix.
Most of the time even if you do continue from an assetion, the game is somehow in a corrupt/invalid state anyway, and will likely crash on its own, unless you've also spent time writing error-handling code that's designed to work-around buggy assertion-failing code, so you may as well crash and produce a useful memory dump and force the bug to be fixed/reverted right away.
IMHO testing all commits is a better solution to the broken-build problem, rather than just hoping that invalid, invariant-violating code happens to work well enough to not impact the team.