How we assess
Every applicant goes through 5 gates: application, an AI-assisted screen, a live technical assessment scored by a practice lead, a client-fit interview, and reference and credential checks. The questions below come from the live assessment. We score answers on reasoning and trade-offs, not on recalling definitions.
20 technical questions with model-answer hints
Questions 1–10 (role-specific)
Question 1: When do you write logic in C++ rather than Blueprints?
Model-answer hint
C++ for core systems and performance; Blueprints for designer iteration; expose clean APIs.
Question 2: Explain Unreal’s gameplay framework classes.
Model-answer hint
GameMode, GameState, PlayerController, PlayerState, Pawn, and where each exists on server and client.
Question 3: How does property replication work, and how do you limit bandwidth?
Model-answer hint
replication conditions, relevancy, net update frequency, dormancy.
Question 4: How do Server, Client and NetMulticast RPCs differ?
Model-answer hint
direction, reliability, validation and when each is appropriate.
Question 5: How does GAS handle prediction?
Model-answer hint
prediction keys, local prediction of abilities and effects, server reconciliation.
Question 6: How do you find the cause of a hitch on console?
Model-answer hint
Unreal Insights, GC spikes, asset loading, shader compilation, async loading.
Question 7: When are Nanite and Lumen the wrong choice?
Model-answer hint
lower-end targets, unsupported content types, tight budgets; plan fallbacks.
Question 8: How do you manage memory and garbage collection in Unreal?
Model-answer hint
UPROPERTY references, pooling, fewer runtime allocations, GC tuning.
Question 9: How do you structure a large Unreal project for a team?
Model-answer hint
modules and plugins, data assets, naming conventions, Perforce streams.
Question 10: How do you expose tunable values to designers safely?
Model-answer hint
data assets and tables, metadata specifiers, validation, hot reload.
Questions 11–20 (Game Development core)
Question 11: How do you find and fix a frame-time spike on target hardware?
Model-answer hint
platform profiler, isolate CPU, GPU or I/O, per-system budgets, verify on device.
Question 12: How do you manage memory budgets on mobile?
Model-answer hint
per-category budgets, texture compression, streaming, leak tracking on low-end devices.
Question 13: How do you keep gameplay data-driven for designers?
Model-answer hint
config assets or tables, hot reload, validation, simple tooling.
Question 14: A mechanic “doesn’t feel right”. What do you do?
Model-answer hint
quick prototype, exposed tuning values, playtests, combine feel with telemetry.
Question 15: How do you organise version control for large binary assets?
Model-answer hint
Perforce streams or Git LFS, file locking, branch strategy, CI builds.
Question 16: What makes a build pipeline dependable for a live game?
Model-answer hint
automated builds, smoke tests, versioned content, staged rollout, fast rollback.
Question 17: How do you prepare a title for platform certification?
Model-answer hint
requirements checklist from day one, automated checks, an internal pre-certification pass.
Question 18: How do you use telemetry after soft launch?
Model-answer hint
funnels, D1/D7/D30 retention, cohorts, A/B tests, guardrail metrics.
Question 19: How do you handle Arabic text and RTL layouts in game UI?
Model-answer hint
glyph shaping, mirrored layouts, font fallback, text expansion, culturalisation review.
Question 20: Describe a feature you cut or rescoped to hit a milestone.
Model-answer hint
trade-off logic, stakeholder alignment, effect on the player.
Interviewer tip: Ask for a real example after every answer. Strong candidates describe what they built, what broke and what they changed.
Practical task
In a provided UE5 project, implement a replicated dash ability with GAS, including cooldown and cost, that feels responsive under 150 ms of simulated latency. Add a short note on how you profiled it and kept network cost low.
How to run it Share the brief 24 hours ahead or run it live. Ask the candidate to talk through trade-offs as they work; reasoning matters more than a finished artefact.
Red flags our practice leads watch for
- Builds everything in Blueprints with no thought for performance.
- Cannot explain authority and network roles in Unreal.
- Has never profiled on target hardware.
- Ignores designer workflows when building systems.
- Universal flag: Vague answers that never reach a concrete system, number or decision the candidate personally owned.
The scorecard we use
Score each dimension 1–4 (1 = no evidence, 2 = partial, 3 = solid, 4 = exceptional):
| Dimension | Weight | What a 4 looks like |
|---|---|---|
| Technical depth, production judgement and security | 40% | Explains how and why, designs for failure and sensitive data, and knows each tool’s limits |
| Practical task and problem solving | 30% | Delivers a working solution with tests and documented decisions |
| Communication and documentation | 20% | Explains clearly to technical and non-technical audiences, in English or Arabic |
| References and regional context | 10% | References confirm the claimed scope; knows the frameworks and data-residency rules that apply |
Pass bar: weighted average of 3.0 out of 4 or higher, with no dimension below 2. The practice lead approves the final result.