Engineering Ic

Engineering Ic interview prep.

The library content Coach uses to tailor reports for this role. Generated reports personalise this against the candidate's CV + the firm's context.

Behavioural questions to expect

  1. Walk me through your CV.
  2. Tell me about your most technically impactful project on a game.
  3. Tell me about a weakness, a failure, or feedback you've received and worked on.
  4. Why gaming engineering - and why the firm's studio vs another game studio or non-game tech?
  5. Which engineering area would you want to focus on, and why?
  6. Why the firm?
  7. How would you describe the firm's engineering organisation + tech stack in your own words?
  8. How does engineering actually drive value at a game studio like the firm?

Technical concepts to master

  • C++ + memory + cache + data-oriented design

    AoS vs SoA (array of structs vs struct of arrays) · Custom allocators (pool / arena / stack / linear) · Move semantics + RAII + value types · False sharing + cache lines

  • Engine architecture + game loop + threading

    The game loop - fixed vs variable timestep · Threading model - main + render + job system · ECS (entity-component-system) · Asset streaming + memory budgeting

  • Graphics + GPU pipeline + rendering

    GPU pipeline stages · Deferred vs forward vs forward+ rendering · Draw-call cost + batching + instancing · Shadows + post-processing + temporal techniques

  • Networking + multiplayer + live-ops

    Server-authoritative + client-side prediction + lag compensation · Deterministic lockstep + rollback · Tick rate + bandwidth + delta encoding · Live-ops + post-launch engineering

Practical drills

  • You're building a 60fps third-person action game on console. Walk me through how you'd budget the 16.67 ms / frame across the major systems (gameplay, render, animation, physics, AI, audio, streaming) and identify where the perf risks live.
  • Design the netcode stack for a 32-player competitive shooter on console + PC, target 60fps client + 60Hz server tick. Walk me through it.
  • Overnight, a build dropped from a steady 60fps to 40fps on PS5. Walk me through how you'd diagnose + fix.

Smart-question anchors

  • Engine + platform - engine maturity, platform mix, where the tech is heading
  • Team + scope - team shape, what the role would own in 6-12 months, mentorship
  • Perf culture - profiling discipline, perf budget enforcement, CI perf testing, frame-rate hold history
  • Cross-discipline - working with design + art + animation + audio, decision-making process
  • Live-ops + cert - patch cadence, cert experience, hotfix mechanics, postmortem culture

Sourced from

Jason Gregory - Game Engine Architecture (3rd ed.) · Mike Acton / Insomniac - Data-Oriented Design (CppCon 2014 + writings) · GDC Vault - graphics + engine + multiplayer programming talks · Glenn Fiedler - Gaffer on Games (networking for game programmers) · Real-Time Rendering (Akenine-Moller / Haines / Hoffman, 4th ed.) · Glassdoor + LevelsFYI + r/gamedev interview reports for engine / gameplay programmer roles

Try Coach with your CV

Drop your CV and a job description. Coach returns a tailored prep report + cheat sheet in 5 minutes. First report is free.