Game Developing Interview Questions & Answers

Looking to make a career in Game Development, then here is your chance. Wisdomjobs provides you with all required information about the various training institutions which will help you to take up a Game Developing job. This site will also help you to leverage your network and pass the job hunt process. In the recent years, mobile gaming has become everyone’s favourite and the demand for mobile Game Developers has increased multiple folds. A Game Development job involves creating mobile and video games which can be played using the Android/IOS game app developer. The wisdomjobs job portal is ready with all the Game Developing job interview question and answers which will help to launch you to become a Game Developer.

Game Developing Interview questions

Game Developing Interview Questions

  1. Question1. Why Is It Important To Have More Than One Person Creating A Game?

    Answer :

    Every game design needs play testing by many different players. Usually each player tries a different strategy, and so the designer can see which strategies pay off best. A good game design permits many different strategies, balanced so they offer equal chances of success.

  2. Question2. How To Program To Make Video Games?

    Answer :

    There are software applications that will allow you to make fully functional video games without any programming. But, keep in mind if you want to be really good you need to learn how to program.

  3. Question3. How To Be An Artist To Design Video Games?

    Answer :

    There is plenty of prepackaged images and art that you can use either for free or by purchasing that you can use in your video games. But if you want to get really good then you have to put in the time to develop your artistic skills.

  4. Question4. Is Game Development Subcontracted?

    Answer :

    I was having a conversation with someone who believed that components of a games code where subcontracted out to programmers in different countries where it would be cheaper, then assembled by the local company. I understand that people often use pre-built engines but I would think that making the actual game would require people to work closely in the same studio.

  5. Question5. Is Java Viable For Serious Game Development?

    Answer :

    Yes it is, check this list for a proof. Those are some games made with Java using The Lightweight Java Game Library (LWJGL). It is a low-level framework, which provides OpenGL for high quality graphics and OpenAL for sounds. It also provides input API. With these you can quite easily get started to serious game development in Java.

    I am currently writing my second 3D game as a hobby project in Java, and I just love it. In the past I used to write my games with C++, but after switching to Java there is no going back. Supporting multiple operating systems with Java can be very easy, for example my previous Java game, which I developed in Windows for a year, worked in Linux right away and in OS X with only one bug without any need to compile anything on those platforms.

    On the other hand, with Java you have couple of problems.

    1. Garbage collector. As others have stated, non-deterministic memory management is a problem, and you need to code that in mind.
    2. Lack of 3rd party libraries. Most of the available libraries do not support Java. On the other hand you always have the option to call these native libraries from Java also, but it's more work to do so. There are also Java ports or ready-made wrappers available for popular libraries, for example I'm using JBullet - Java port of Bullet Physics Library. On the other hand Java has a huge class library built-in, which reduces the need for third party libraries that are not game related. The lack of libraries has not been a problem for me, but I can imagine that it can be for others.
    3. Java is not supported by popular game consoles and there is no easy switch to those from Java as far as I know. On the other hand Android, which is a popular mobile platform, uses some form of Java. This is an option also, but don't except the same Java code to work both on a PC and Android device.
    4. Smaller community. Most game programmers use C++ and in my experience often dislike Java. Don't expect to get as much help from others. Don't expect to get a job in game development without C++ skills.

  6. Question6. Is There A Portal Dedicated To Html5 Games?

    Answer :

    Just to get something straight; by "portal", I mean a website that frequently publishes a certain type of games, has a blog, some articles, maybe some tutorials and so on. All of these things are not required (except the game publishing part, of course), for example, I consider Miniclip to be a flash game portal. The reason for defining this term is because I'm not sure if other people use it in this context.

    I recently (less than a year ago) got into HTML5 game development, nothing serious, just my own small projects that I didn't really show to a lot of people, and that certainly didn't end up somewhere on the web (although, I am planning to make a website for my next game). I am interested in the existence of an online portal where indie devs (or non-indie ones, doesn't really matter that much) can publish their own games, sort of like "by devs for devs", also a place where you can find some simple tutorials on basic HTML5 game development and so on... I doubt something like this exists for several reasons:

    1. You can't really commercialize an HTML5 game without a strong server-side and micro transactions
    2. The code can be easily copied
    3. HTML5 is simply new, and things need time to get their own portals somewhere...

  7. Question7. What Is The Difference Between A Game Director And Game Producer?

    Answer :

    It really varies from shop to shop and even project to project as shops refine their own particular job descriptions and organization.

    In general if there is a game director listed this position would be involved with creative decisions and communicating them to the team while the game producer would be more involved with schedule and business decisions and dealing with investors / publishers. In some shops what they call a producer is also driving creative direction and works close with the discipline leads on creative decisions much like a game director. In other shops the game design lead is effectively the game director.

    Sometimes the design lead and producer attempt to split the duties of a game director, often with mixed results.

  8. Question8. Is There A Centralized Database Of Game Names And Ids?

    Answer :

    Alien Shooter II - Vengeance
    Alien Shooter: Vengeance

    Is there some place that I can go to get an ID or the 'canonical' name for these games? I suspect that they are the same game, but it's very hard to say for certain.

  9. Question9. Do Playfish And Zynga Use Flash Game Engines?

    Answer :

    Briefly, yes. Zynga's Café World and PlayFish's Restaurant City uses Away3D.

    I think developers might use more of 3d engines because 3d is not everyone's cup of tea - they can just focus on implementing game logic and mechanics instead of meddling with math. However they would shy away from game engines like Flixel, for reasons that Nick Wiggill has mentioned. (eg. risk of middleware)

  10. Question10. What's The Url Of The Video Showing An Ea Representative Talking About Game Programming?

    Answer :

    The video shows an EA representative talking about how a programmer can get into the industry by showing some demos (in fact, he shows a physics demo presented by a candidate who wanted a job at EA). The demo shown depicts kind of a ragtime doll made of yellow cobblestones.

    I don't remember if I watched on YouTube or Vimeo and I frankly cannot find it after a few hours of work. I just remember the fact that it was taken at a GDC or a SIGGRAPH convention. Thanks in advance. I'm really frustrated because I'd love to show this video to some fellow developers

  11. Question11. How Can I Measure The "creative/entertainment Value" Of Video-game Requirements?

    Answer :

    The only real way we have to test such things is with, well, testing. Professional game developers will tell you all the time that the single most effective way to know if certain gameplay is working and fun is to give it to players and observe.

    Indeed, one of the reasons that achievements are everywhere these days in games is because they give invaluable information to the developer. If you want to know where players stopped playing your game, make an achievement for completing each level. If you want to know how many players aren't playing a certain race in Civilization, look at how many people got the achievement for playing that race. And so on.

  12. Question12. What Popular/famous Games Are Written In C?

    Answer :

    Doom, Quake, pretty much all id games up until id Tech 4.

  13. Question13. What Is The Average Job Length In The Game Industry?

    Answer :

    Since the industry is project based job length tends to be directly associated with product cycles.

    The is often the result of the post ship layoff. Companies tend to dump staff once a project ships since they don't need a full production team for pre-production on the next project. Now the nicer companies tend to use temporary contract hires for short term production staffing needs. This lets the employee know that they likely don't have a paycheck when the project ends. However the big publishers regularly cut even full time staff once the xmas games are sent to manufacturing.

    The other piece is that when finishing up a title employees are more likely to look around at other options. If you've just shipped your third football title and are burned out on the genre you tend to wait until the game is done and then find another job somewhere else.

    While there are some devices that have spent an entire career at a single company, what is far more common is finishing 1-2 games at a developer and then moving off to another one.

    I am a 2D Game Programmer.Some programming languages which I am good at are C,Java ,C#. I also know Actionscript 2.0,3.0 and some javascript. I'm interested in learning 3D Game programming. So far from the research I have accumulated by googling and reading different game development forums and articles. I've noticed that most programmers tend to prefer C++.Also in an online game programming teaching course I noticed they prefer to teach C++ and Visual C++ as the starting course. The reason I am asking this question since I would like to know the "strength" difference of C++, C# and Java for 3d game programming.

  14. Question14. Is C++ "still" Preferred In Game Development?

    Answer :

    Yes, C++ is the language used most often (though some people do still use C).

    There are numerous reasons for this. Sheer momentum is one - it's simply the language that has been used for years, a lot of tech already exists and people are comfortable with it, so changing is not going to happen overnight.

    Then there is the issue of control. Game developers are control freaks, and we like to know everything that is going on in our code. C++ gives us that control, C# and Java (to pick on the two alternatives you mention) take control away. In many ways that might be a good thing, but game coders don't like it :) Finally there's the simple practical issue that the SDKs for various platforms are very C++ centric. Using another language inevitably involves writing wrappers, cross-compiling down to VMs, and possibly (in the case of some console development) it's not allowed by the platform holder (they really don't like people doing JIT compiling, for a start).

  15. Question15. What Is "pixel Art"?

    Answer :

    As a quick search will tell you, pixel art is digital artwork that is created by drawing individual pixels in an image rather than say, rendering a 3D model. It commonly refers to clean, cartoonish graphics reminiscent of old 2D video games.

  16. Question16. Any Good Web Frameworks For Asynchronous Multiplayer Games?

    Answer :

    Service Stack for services and serves up XML, JSON etc. Amazing in general for setting up the services. Also cross platform.

    As far as 'DB communication', if you are able to use Windows Server for hosting, Entity Framework works well, however is code gen but very easy to use and code against. There might be alternatives like DbLinq (Linq To SQL for Mono), but haven't tried it so not sure on how easy it is to use.

    Obviously, this is only really an option if you don't mind coding all this in C# and doesn't take care of all the database design you'll have to do, but that kinda goes with game logic.

  17. Question17. What Is The Basic Structure For Developing A Game?

    Answer :

    The basic structure for developing game is
    a) The game interface
    b) The implementation of the interface
    c) The game source code

  18. Question18. What Are The Problems You Might Face While Developing Game With Java?

    Answer :

    a) Garbage Collector : Non-deterministic memory management could be a problem
    b) Lack of third party libraries: Most of the available libraries do not support Java. Java has huge class library built in but they are not game related
    c) Not supported by game Console: Java is not supported by popular game consoles.
    d) Smaller Community: Most game programmers use C++ , so if you are developing games on Java, you can expect least help from others as very few programmers can give you the solution for your query.

  19. Question19. What Are The Models Used To Make Money In Gaming Business?

    Answer :

    a) Charge Per Copy
    b) Monthly Subscription
    c) Micro-transactions
    d) Pay-per-Play
    e) Ad-based
    f) Provider billing
    g) Merchandising
    h) Code Licensing
    i) Sponsorship

  20. Question20. Why C++ Language Is More Preferred For Game Development?

    Answer :

    a) Game developer are more comfortable with C++ language as it is used for years
    b) SDKs for various platforms are C++ centric
    c) C++ gives more control than C and Java

What Does This Book Cover? How To Make A Game First Have A Plan Organize Your Team Effectively Game Development Is Software Development Where To Turn For Outside Help How To Ship A Game Post-release Success And The Long Race Why Make Games? To Share A Dream Games Teach Game Genres Satisfy Different Appetites Youth Making Games On Money Why Make Games? What Makes Game Development Hard? The Importance Of Planning Very Few Titles Are Profitable What Are The Financial Expectations For Your Game? Why Your Game Should Profit Excellence In Spades Game Making Is A Long Race Of Many Game Projects A Brief History Of Software Development Overly Long Game Projects Are Disastrous Our Project Plan Behind Starfleet Command Constraints Give Much Needed Focus On Bugs Shipped In Starfleet Command Well-met Goals Enable Future Successes Strong Game Developers Have Strong Foundations The Tension Between Preproduction And Production The Power Of The Console Why Aren’t All Publishers Using Preproduction? The Gravitational Pull Of Feature Creep Task Visibility For Team Motivation And For Progress Tracking A Pitfall Of Success—fan-requested Features And Changes The Relentless Pace Of Technology The Art Of War And Games Game Project Survival Test The Game Project Survival Test What Is A Game Made Of? The Extended Development Team Game Production Parts Quality Assurance Parts Business Parts Post Release Parts Business Context First The Project Triangle Questions For You To Answer Walkaway Key Design Elements Business Context Shapes Design, Or Does Design Shape The
Business Context?
Reconcile The Business Context And Game Idea Early Methods And The Unified Development Process Case Studies Some Straight Questions To Ask Yourself Now What? Game Design Document What Is A Game Design Document And What Does It Do? What About The Proposal Document? When Do You Write The Game Designdocument? What Should Go Into A Game Design Document? Stepping Back A Bit The Technical Design Document Object-oriented Design Purpose Of The Technical Design Document What Goes Into The Technical Design Document? The Project Plan What Is The Project Plan? How Do We Create The Project Plan? The Non-zero Chance Of Delivery Task Tracking Production Begins—now What? Task Visibility The Wall Journals Walk Around Milestone Orientation Meetings Maintain The Gantt Chart Update The Risks Chart Outsourcing Strategies Why Outsource? When To Think About Outsourcing What To Outsource Shipping Your Game Shipping Is A Phase How Do You Ship A Great Game? Alpha—feature Complete Testing Plan Final Candidate Cycle Transition, Ship, And Point Release The Design Document What Does The Game Design Document Do? The Game Design Document As A Process On Fulfilled Expectations Unified Modeling Language Survival Guide Use Cases Deliver Requirements Class Diagrams Are The Keystone Of Design Detailed Syntax Of The Class Diagram Forward And Reverse Engineering Of The Class Diagram The Other Seven Diagrams Of Uml Technical Design Nominate Functional Leads Synthesize Use Cases And Nonvisible Requirements The Quality Assurance Plan Time Estimates Two Ways To Estimate A Task Making The Plan Putting It All Together Into A Plan Let’s Create A Schedule For Fishfood! Measuring Progress On Leadership Task Tracking Controlling Feature Creep Great Games Satisfy Player Expectations Alpha, Beta, Go Final! The Test Of Well-laid Plans Point Releases Vs. Patches The Publisher-developer Post-release Relationship Tools For Creating Patches User Extensibility—the Magical Patch Garage Development Spans The Internet Silver Creek Entertainment Getting A Job In The Game Industry Who Is Trying To Get Into Games? You Want Me To Do What? Oh, I Would Rather Do This Hours Of The Game Industry You Did Not Scare Me—i Love Games And I Want In! How To Get A Job As A Programmer Artists And Their Portfolios How Do I Become A Tester? I Have A Great Idea For A Game—i Want To Be A Designer! So You Want To Be A Producer Go To Gdc—free! What About Those Recruiters? Resumes, Demo Reels, And The Interview Starting A Game Development Company Find A Path I Have A Plan; Now How Do I Get Started? Rounding Out Your Development Team Where To Locate Your Game Company Lawyer And Accountant Deciding On The Type Of Company Insurance Employee Compensation Programs Trademarks And Urls War Chests Outsourcing Music Music For Games How Do You Break Down The Music Bid? Outsourcing Voice Interview With Chris Borders Voice-over Script For The Orc Peon From Warcraft Iii Outsourcing Sound Effects Interview With Adam Levenson Outsourcing Writing Computer Game Writing Outsourcing Cinematics And Models Interview With Mark Gambiano Outsourcing Motion Capture And Animation Animation In Games Fan-generated Material Game Development With Your Fans Game Developing Interview Questions Game Developing Practice Tests