Interview scorecard template

Game Developer interview scorecard

Evaluate Game Developer candidates across 4 weighted areas: technical proficiency, systems and trade-offs, evidence and rigour, and collaboration and communication. Technical proficiency leads at 35%, so check depth in their engine of record: C# in Unity or C++ and Blueprints in Unreal, plus shaders, animation state machines, physics ticks, and gameplay systems. Use the rubric to compare role-specific evidence consistently.

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software datagameplay programmingperformance profilingunityunreal engine
TL;DR
For technical proficiency, look for evidence the candidate names specific systems they coded, explains engine internals such as update order, GC allocations, or Blueprint to C++ boundaries accurately. For systems and trade-offs, look for evidence the candidate cites measured before and after numbers from Unity Profiler, Unreal Insights, or RenderDoc, and defends the trade-off they picked. Apply the written 1–5 anchors to every answer, record the evidence behind each rating, and use the factor weights to reach a consistent overall assessment.
Complete evaluation framework

What to assess and how to score it

Review the evidence signals before interviewing. Then use the anchored descriptions—not instinct alone—to choose the score that best matches each answer.

01
Evaluation factor

Technical proficiency

35% weight

Check depth in their engine of record: C# in Unity or C++ and Blueprints in Unreal, plus shaders, animation state machines, physics ticks, and gameplay systems they wrote from scratch.

Evidence to listen for

  • Command of the languages, frameworks, and data tools the role actually uses
  • Understands correctness, performance, and failure modes, not just syntax
  • Has opinions on testing and can justify them
  • Reads and reasons about code they did not write

Five-point scoring guide

1
Poor

Cannot work independently; fundamentals are missing.

2
Needs Improvement

Weak fundamentals; output needs heavy review.

3
Satisfactory

Competent for the role; needs guidance on complex or unfamiliar work.

4
Very Good

Strong practitioner; handles hard problems with little guidance.

5
Excellent

Names specific systems they coded, explains engine internals such as update order, GC allocations, or Blueprint to C++ boundaries accurately.

02
Evaluation factor

Systems and trade-offs

25% weight

Probe how they held a 16.6ms frame budget: draw call batching, LOD and culling choices, memory limits on Switch or mobile, and netcode versus determinism trade-offs.

Evidence to listen for

  • Reasons about scale, latency, cost, and failure before writing code
  • Names the trade-off they chose and what they gave up
  • Understands the data lifecycle end to end
  • Anticipates what breaks at ten times the volume

Five-point scoring guide

1
Poor

No thinking beyond the immediate task; no awareness of scale or failure.

2
Needs Improvement

Limited architectural awareness; struggles with design decisions.

3
Satisfactory

Works within an existing design; makes sound local decisions.

4
Very Good

Designs for scale and maintainability; articulates trade-offs clearly.

5
Excellent

Cites measured before and after numbers from Unity Profiler, Unreal Insights, or RenderDoc, and defends the trade-off they picked.

03
Evaluation factor

Evidence and rigour

25% weight

Look for shipped titles with platform detail: Steam release, console certification (TRC, TCR, lotcheck), crash rates, playtest telemetry, and what they changed after watching real players.

Evidence to listen for

  • Validates results rather than trusting output
  • Knows how their work is measured and what a bad result looks like
  • Can describe a time their own analysis or model was wrong and how they caught it
  • Careful about data quality, leakage, and silent failure

Five-point scoring guide

1
Poor

Ships unvalidated work; no notion of how correctness is checked.

2
Needs Improvement

Validates superficially; misses obvious quality or leakage issues.

3
Satisfactory

Reasonable checks in place; rigour drops under time pressure.

4
Very Good

Validates thoroughly; can name a real error they caught in their own work.

5
Excellent

Walks through a released build they owned, including cert failures fixed and telemetry or playtest data that reshaped their code.

04
Evaluation factor

Collaboration and communication

15% weight

Assess how they work with designers and artists: implementing tunable parameters, Perforce or Git LFS discipline, milestone and vertical slice pressure, and pushing back on scope.

Evidence to listen for

  • Explains technical work to non-technical stakeholders
  • Gives and takes code or peer review constructively
  • Documents enough that the work survives their absence
  • Aligns with team process rather than working around it

Five-point scoring guide

1
Poor

Cannot work in a team; resistant to feedback.

2
Needs Improvement

Communication issues create rework; lone-wolf tendencies.

3
Satisfactory

Adequate team member; documentation and review participation are light.

4
Very Good

Communicates well; reliable reviewer and collaborator.

5
Excellent

Describes building tooling designers actually used, handling merge conflicts on binary assets, and negotiating cuts before a milestone build.

Evidence-led prompts

Interview questions for a Game Developer

Use these prompts to surface evidence for the weighted factors above and compare candidates against the same role-specific criteria.

  1. 01

    Can you explain your experience with game engines such as Unity or Unreal?

  2. 02

    Which programming languages are you most proficient in for game development?

  3. 03

    What is your experience with game physics and the mathematics behind it?

  4. 04

    Can you give an example of a game or project where you took a leading role?

  5. 05

    Can you discuss your experience with mobile game development?

See the complete Game Developer question set
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