Common Interview Questions, Process and Tips

Common Types of Interviews — General Interview Advice — Common Interview Questions — Potential Questions for Them — Practice Interviews


Common Types of Interviews

This section only covers the interview portions of the application process. These are commonly referred to as the screen call, phone interview, and in-person/onsite interview, but with Covid continuing to be a very real thing, I’ll be talking about them mostly as “shortform” and “longform” interviews since the duration of them is now the main distinguisher. Technical and group/panel interviews are not currently covered here as I don’t have any experience with either.

You can read a more thorough breakdown of a typical application process here, along with information for job-hunting, pay and benefit negotiation, relocation and international work, and so on.

Recruiter / HR Screening Call

(10-30 minutes)

The first call you have may be a brief screening call. These are often scheduled with the recruiter or whomever you’ve been speaking to so far, and while they’re often put on the calendar as a 30-minute meeting, they often only take about 10. Screening calls are just a quick conversation to make sure you can legally work with the studio, are willing to relocate if necessary, clarify any basic questions from your application, etc. - this is not the same as the developer phone/shortform interview. I won't be covering screening calls in detail because there isn't generally much to ‘em - they’re just a quick gut check to make sure you’re a real person who they can pursue hiring.

At smaller studios, this screening call may be rolled into the shortform interview with the developers, particularly if the studio is too small to have a dedicated recruiter.

If you’ve been contacted by an external recruiter (some studios use external, dedicated recruiting firms for some or all of their sourcing), this call doesn’t typically change much; however, the composition of the rest of the interview may be significantly different. In some cases your contact with the developers prior to be hired may be minimal.

This can also be a good time to ask about the salary range for the position - it can be a huge help during the offer phase if they give you one. In some places, such as California, they are required to give you the salary information if you ask.

Phone / Shortform Interview

(30-60 minutes)

A phone/shortform interview is commonly the next step after a screening call. These interviews have more variation than a screening call, but generally speaking they tend to last about 30 minutes and be with the hiring manager (typically the lead for your subteam) and 1-2 others (for instance, the Art Lead or Art Director, or someone with a complementary skillset. So for a shortform VFX interview for a medium-to-large team, this would commonly be a something like the VFX Lead and Art Lead/Art Director. On a smaller or tightly-knit team, it might be a much larger swath of your potential teammates (sometimes 6 or more) in order to give them all an earlier chance to meet you.

Shortform interviews are typically quite conversational and are the point where it becomes very worth it to start reviewing and practicing the questions on this page. As the name implies, they’ve traditionally been a phone call but these days may also be a voice or video call.

The variants of shortform interviews tend to go one of a few ways:

  • A brief check to make sure you’re not exuding major red flags. As mentioned in screening calls, a shortform interview may replace the screening call altogether or roll the two into one, especially at smaller studios without dedicated recruiters. In the combo case, it may start pretty formal/numerical and become more conversational over time.

  • The type described above - a 30-minute phone call with the 1-3 developers most invested in the hire or knowledgeable of your role. The devs may use this time to learn more about you as a developer and person, get a sense of your process and approach to your craft, and gauge your interest in their team culture and game. These may also be a more focused conversation that’s narrowly focused on just your personality/what you add to the team as a person or your technical abilities in your craft.

  • In the longest version, this may replace some portion of the longform interview without the expense and logistics of bringing you onsite/finding open spots on quite so many dev’s calendars. The content of the talk in these cases doesn’t tend to change much from the 30-minute version, it’s just longer and more thorough.

In-Person / Longform Interview

(4-8 hours)

You made it! This is often the last step in the application process before they decide whether or not to make you an offer, and they’re take time and resources to put together, so it generally means they’ve really liked you so far! Longform interviews are typically mainly a final personality check, seeing how you interact with the people you’ll be working with, giving more people a chance to meet each other and for you to get a better sense of the team, etc.

In the Before Times, these would typically be held at the studio’s office and involve a single day of 4-6 one-hour meetings with groups of 3-4 developers you’d be working closely with, and possibly a larger social/casual hour such as lunch with your prospective team. As remote work and interviewing exclusively over voice/video calls has become common, these tend to follow the same composition of one hour video calls with 3-4 developers, and may be spread over several days to make scheduling easier.

How broad a band of the team you interact with in these varies a lot - it may be exclusively with your subteam (say, just the art team, or the design team you’ve applied to), or they may be more focused on the people and disciplines you’ll work most with (for example, for my VFX interviews I include devs from design, audio, gameplay engineering, UI, and production in addition to several members of the art team). As mentioned, these tend to be mostly about determining how excited the individuals are to work with you, so it will again likely be very conversational, there may be some tougher questions to determine how you deal with difficult situations or professional disagreements, and some devs may want to have shortform brainstorms about your specialty with you.

There are rare cases where longform interviews may be up to 16 or more hours spread over several days - however, this is rare in general and extremely so for juniors. I mention it only because it could happen, possibly at a large but very invested team, or for an international candidate that will require significant company resources to bring on, but it’s typically something saved for leadership positions, not juniors.


General Interview Advice

  • Practice beforehand. Seriously. Practice.  Interviewing is a skill, and it’s amazing what going through these questions even once or twice will do for your delivery and confidence - especially if you can practice with someone (in person, over a call, or both).  No one is their best at something the first time around - even if you spend all day talking or thinking about this stuff, translating that into words in the midst of an interview setting is usually different enough to make you stumble or forget things. (Obviously you don't need to memorize your answers so you sound like a li' robot, just make sure you know the main points you want to hit and practice consistently hitting them.)

  • Smile a lot.  Smile until your face is ready to fall off.  It not only makes you seem more friendly, it tricks you into being more enthusiastic. And it works for phone interviews, too - it usually comes through in your voice even if the interviewers can’t see you. (Practicing will help with this too! If you're less stressed trying to think of what to say on the fly, it'll be easier to be smiley!)

  • Do your research on the company, games, and people who’ll be interviewing you beforehand.  Play their latest game, or the game you’re applying to work on if you can, and be ready to talk about them.    Research their pipeline and practice the tools if possible (they make be listed in the Pluses or Requirements of the job description, or they may mention them in interviews, GDC talks, etc.). Look for articles, interviews, GDC talks from the studio, especially within your discipline.  Familiarize yourself with the work of the people interviewing you and find some interesting details of their careers to them about if the conversation lags.

  • Bring your portfolio (as well as test, if applicable) on a laptop or tablet, especially if you have games, levels, or other interactive demos they can play with. There won't always be a computer available in the meeting room, and it's often clunky to pull up even the cleanest website on them if there is. It's also worth bringing a few hard copies of your resume, if possible - most people will bring their own because the office printer is right there, but people forget, and if you can bust one out for them it can make you look that much more organized.

  • Don’t trash talk anything. Even if you rarely do it intentionally, some questions are designed to see if you’ll become overly negative or avoid taking responsibility.  Don’t dodge these questions or claim you've never had a negative experience/impression of anything, just stay positive while acknowledging problems and focus your answers on potential improvements, things you learned, etc. This is just a good workplace habit, too - a) it just makes you a lot more pleasant to be around, and b) if there is something that is genuinely, truly bad, your saying so will carry more weight if you aren’t habitually negative about unimportant things as well.

    On a related note: remember you’re in control of your answers. You don’t have to pick the most recent thing or the most dramatic thing if they

  • Have questions ready for them. Most interviewers will set aside a portion of the interview for questions you have, so it's good to have some ready - in part because it’s an opportunity to show that you’ve been paying attention and are invested in the job, but also, it's important to make sure you'll be happy there too, and you’re the best person to know the things you need answers to to determine that. In addition, it's just really good to have some filler/small talk questions ready in case the conversation falters. Many game developers, even the ones interviewing you, are still awkward nerds who don’t always know how to keep a conversation going, so it may be on you to pick it back up. In my experience, this is something I especially see young women get bitten by, which breaks my heart: many devs will simply leave a quiet or awkward interview feeling sort of off and like it kinda petered out and a little less excited about that person as a result, because they may lack the self-awareness that it might actually just be a shy or nervous person who's spent her whole life being conditioned to not talk too much.

  • Always be playing a game and ready to talk about it. Really analyze both its strong and weak points, what you do and don’t like and why, especially in the area you’re applying for (art, design, etc.). It’s the same sort of analytical approach you should be taking to any games you’re playing for research.

  • Put care into how you're presenting yourself.  Clothes-wise, dark jeans or slacks and a blouse or collared shirt are almost always a safe bet.  The general advice is to be the best-dressed in the room by one step, but game dev is super casual and you can get away with jeans and a graphic tee in an interview if you want, so it's really about what will make you feel the most confident and comfortable. Also, I rarely see many people making this mistake, but please make sure you've showered and brushed your teeth and everything. If you're in a video interview, double-check what your background looks like.


Common Interview Questions

You

  • "Tell us about yourself."

    • You will always be asked to tell them about yourself and what you do.  Have keypoints, keep it brief, and love what you do.

  • "Why did you decide to get into games?"

  • "What are your favorite games?"

    • "Why?  What are your favorite things about it?"

    • "What do you think they could have done better?" / "What didn't you like about it?"

  • "Who are your favorite artists / biggest influences?"

  • "What are you playing right now?"

    • "What’s your favorite thing about it?"

    • "What do you think they could improve?"

  • "What’s your favorite thing you’ve gotten to do?"

  • "What’s the hardest/most challenging thing you’ve had to do?"

    • Be positive! Was it a learning experience?  Was the challenge fun?

  • "Tell us about your prior project(s)." / "Can you tell us more about [insert thing/project] on your resume?”

    • You can talk about games or game jams, personal projects, etc.  Like telling them about yourself, keep it brief and positive.  Detail the things you accomplished and learned during the project, challenges you overcame, etc.

Your Workflow / Process

  • "Can you describe your typical process?"

  • “Can you talk us through this portfolio piece of yours?”

    • This and the art test question below are the concrete cousin of the “typical process” question, and in all cases you ideally want to talk about overarching fundamentals you keep in mind as well as specific examples within your work.

  • "Can you describe your (art/design/etc.) test and process for us?”

    • "What if we changed [x] about your test? How would you adapt what you made to that?"

    • "Is there anything you wish you could fix about your test?"

    • "How long did you wind up spending on your test?  If you were going to recreate it, how long do you think it would take you?"

  • "Do you have any favorite tools / programs?"

  • "Do you know (tool x)?"

    • If they use publicly-available tools, they will likely ask about these and you should absolutely tinker with them a little before your interview.  If they don’t, they will probably simply ask about tools that are part of your pipeline and they aren’t sure you know.

  • "How do you handle a task when you don’t know how to do it?" / "How do you plan for a task whose length you can’t approximate?”

  • “If we were to add [a specific mechanic / asset / etc.] to the game, how would you approach creating it?”

You and the Team

  • "Why do you want to work on our game/team?" / "What do you know about our games/studio?"

  • "What do you hope to gain out of working here?"

  • "Have you played any of our games?"

    • "What’s your favorite thing about them?"

    • "What’s something (typically this will be tailored to your career type - gameplay, art, etc.) you think could be improved?  How?"

  • "Why are you looking to leave your current company?"  (If currently at a studio.)

    • Remember to be positive - instead of focusing on what sucks about your current job, focus on things you hope to gain from this new studio, such as the chance to work on a game you love, learn from people you admire, better culture fits, etc.)

  • "What kind of studio/team environment do you like working in?" 

  • "What do you look for / think makes for a good lead?"

  • "Have you ever had a problem with a coworker? What did you do / How was it resolved?"

    • This is mostly a test to see if you default to negativity or blaming others, and you can easily hang yourself with your answer, but it's very easy to turn it into a demonstration of your own focus on growing and improving yourself, and the humility to acknowledge that you made mistakes too.  If you've encountered a problem while working with someone, focus on the issues that cropped up rather than them as a person, and get to the things that you did to make things better, what you learned and applied going forward, any short- and long-term benefits of those changes, etc.

  • "Are there types of people you don’t like working with?"

    • In my opinion this question kinda sucks because it defaults so negative. If you get hit with this you can instead focus on traits of people you know you really love working with. If they really push for people you dislike, that might be a red flag.

  • "What are your career goals?” / “Where do you want to be in your career in five/ten years?”

  • "What is your ideal day/week like at work?"


Potential Questions For Them

Most interviews set aside 5-15 minutes for you to ask your own questions, and you should absolutely have some ready. As mentioned earlier, it’s also good to have some easy questions in your back pocket in case a conversation stalls out or they run out of questions faster than anticipated; keeping the conversation flowing and giving them reasons to be enthusiastic (about their work, their team, their hobbies, anything) will both let them leave the interview feeling more positive about it and you!

Conversational Questions

These are just safe, small-talky-type questions for rescuing a flagging conversation or if you want to learn a little more about your interviewers as people and developers.

  • "What are your favorite games/artists/major influence?"

  • "What games are you playing right now? How are you liking them?"

  • “What’re your favorite parts of working here?”

  • "What is a typical day/week like for you?”

  • "You worked on [game/project/etc.] before you came here, right? How was that?"

  • "You've been here for x years, right / How long have you been here? What've been the things that kept you here so long?"

  • "What sorts of hobbies do you have?" / "What do you do outside of work?"

  • "What field would you have gone into if you didn't go into games?"

Work-Centric Questions

These are less small-talk and more the sorts of informational questions I like to have ready to ask at the end of an interview, to help me clarify anything about my role I don’t feel I understand.

  • "What skills would you like to see me improving while I’m waiting for an update?"

    • This is my personal all-time favorite wrap-up question because it emphasizes to them that you’re taking this application seriously and are very learning-oriented. It’ll also make it that much easier to hit the ground running if you do land the job.

  • "What is a typical day/week like for someone in my role?"

  • "How much feedback do you typically have over the course of an asset/design?"

  • "How much would I be collaborating with... (other relevant developers/teams)?"

  • "What do you wish you’d known when you started here?"

  • "When should I expect an update?” / “What are the next steps after this?”


Interview-in-a-Box

Want to practice but not sure how to structure it? These sets of questions are based off a kind of average of many 30- and 60-minute interviews I’ve been in,

For each of these, aim to get through all of the questions - or as many as you can while still feeling like you’ve given the level of detail you want - with 5-10 minutes to spare for your “questions.”

Also, it’s rarely a big deal if people don’t check every one of their prospective questions off their list over the course of an interview, so you really don’t have to be perfect about getting through all of them.

30-Minute/Shortform Interview

Time yourself to 25 minutes for both asking and answering each question.

  • "Tell us about yourself."

  • "So why [this team/game/studio], what’s got you excited about here in particular?"

  • “Do you play any of our games?”

    • “What’s one of your favorite [mechanics/heroes/VFX/skins/whatever]? How come?”

    • “What’s one of your least favorites? Why? What do you think you would change to improve it?”

  • "What’s your typical process for designing a [mechanic/asset/etc.]?"

  • “Can you talk us through this portfolio piece of yours in particular?”

  • "What kind of studio/team environment do you like working in?"

  • "Can you describe a difficult situation or disagreement you’ve had with a coworker? What happened, how did it resolve?"

  • "So what do you play outside of [studio games], what are some of your favorites?"

    • “Have you been playing anything new lately?”

  • “We want to make sure you have time to ask us anything you’re wondering too, so, any questions for us?”

    • Try to bring at least two or three questions with you. For initial interviews in particular, I really like these ones:

      • "What the next steps after this?”

      • "What skills would you like to see me improving while I’m waiting for an update?”

60-Minute/Longform Interview

Time yourself to 45-50 minutes for both asking and answering each question.

  • "Tell us about yourself." (Yes, again.:’))

  • “So how’d you get into games? And your discipline in particular?”

  • "What’s your typical process for making a [mechanic/asset/etc.]?"

  • "If you’re assigned a task you don’t know how to do, how do you tackle that?"

  • "Can you walk us through your (art/design/etc.) test and process?”

    • “Why did you decide to approach [x] the way you did?” (Pick some aspect of your test here.)

    • "What if we changed [x] about the test prompt? How would you adapt what you made to that?"

  • “If we were to add [a specific mechanic / asset / etc.] to the game, how would you approach creating your part of it?”

  • “We’ve got about ten minutes left and we’ve been asking a lot, do you have anything you want to know about?”

    • 2-3 questions will usually fill the time if all 3-4 people answer them.

      • "What the next steps after this?”

      • "What skills would you like to see me improving while I’m waiting for an update?”