Getting ready for an interview at Electronic Arts as a software engineer? The interview will cover 10 to 12 different topics. In preparing for the interview:
Interview Query regularly looks at data about interviews. We used that data to make this guide, which includes sample interview questions and an overview of the Electronic Arts Software Engineer interview.
For any software engineer, having the opportunity to work at an innovative gaming company like Electronic Arts (EA) is an exciting prospect But landing a coveted software engineering role at EA requires impressing their expert technical interviewers with your coding abilities, problem-solving skills and passion for gaming
The EA software engineering interview process will likely feature challenging technical questions focused on data structures, algorithms, object-oriented programming and system design concepts.
I’ve put together a list of some of the most common EA software engineer interview questions and tips on how to answer them in a way that makes you stand out:
Programming & Algorithms
As a top gaming tech company, EA values people who can code well and think computationally. Many of their software engineering interview questions test these abilities:
Q How would you reverse a linked list in place?
A I would iterate through the linked list while changing the next pointer for each node to point to the previous node. A reference to the tail node can be maintained to allow traversal in reverse after the pointers are adjusted This algorithm reverses the list in O(n) time and O(1) space
Q: Given two sorted arrays, how can we merge them into one sorted array?
A: I would implement a merge sort algorithm. Create a result array with a size equal to the two input arrays combined. Use pointers for each input array to traverse and compare elements. Insert the smaller element into the result array first. Advance that array’s pointer. Repeat until both input arrays are fully traversed. This will merge the arrays in O(n) time complexity.
Q: Explain how you would implement a queue using stacks.
A: To implement a queue only using stacks, I would utilize two stacks. One stack would store the queued elements in order. On dequeue, we’d pop each element from the main stack and push to a temporary stack, reversing order. The last element popped would be dequeued. Finally, we can push the temporary stack contents back to the main stack to restore order for the next operations. Both enqueue and dequeue have O(n) time complexity.
Q: How can we find the middle element of a linked list in one pass?
A: I would use two pointers initialized at the head – one that increments by one node each iteration, and another that increments by two nodes. When the faster pointer reaches the end of the list, the slower pointer will be at the middle node. This leverages the use of two pointers moving at different speeds to find the middle in a single pass and O(n) time.
Being able to efficiently explain solutions to algorithm challenges like these demonstrates to EA your programming aptitude.
Object-Oriented Design & Programming
EA software engineers utilize object-oriented design patterns and programming fluently. Expect OOP-focused questions like:
Q: Explain inheritance vs. composition in object-oriented programming.
A: Inheritance establishes parent-child class relationships, allowing child classes to inherit behaviors and properties from parent classes. It couples classes hierarchically. Composition refers to objects being composed of other objects in a non-hierarchical way. Instead of inheriting from a parent, classes can be composed by instantiating other classes as member objects. Composition allows more flexibility since classes aren’t tightly coupled by inheritance.
Q: How would you design an extensible game object hierarchy for a 2D game engine?
A: I would define a base GameObject class with core attributes like position and dimensions, and methods like draw(), update(), collide(). GameObject can then be extended for specific types. For example, Player, Enemy, Wall, etc. could inherit from GameObject and define unique behaviors. We could also compose GameObjects that reference other objects – for instance, a Containers class could hold various game objects. This allows flexibly extending gameplay object functionality.
Q: Explain multiple inheritance vs. interfaces in OOP.
A: Multiple inheritance allows a child class to inherit behaviors and attributes from multiple parent classes. This can lead to tight coupling and complexity, however. Interfaces provide polymorphism without those downsides. A class can implement multiple interface contracts specifying required methods or properties, without inheriting implementation details. This promotes looser coupling than multiple inheritance.
Being able to articulate OOP concepts and design patternsshows your grasp of good programming practices needed at EA.
Gaming Tech & Platforms
Since this is a gaming software engineer role, expect domain-specific questions gauging your gaming development knowledge:
Q: What experience do you have developing games for mobile platforms?
A: I have built several 2D mobile games from scratch using Unity. For example, I published a run-and-jump iOS game using C# and the Unity engine. The core mechanics I implemented included physics, collision detection, an adaptive difficulty system, and procedural level generation. I handled performance optimization, supporting older iOS versions, and App Store publishing. I also have experience developing augmented reality Android games with ARCore and SceneKit.
Q: How does developing real-time multiplayer games differ from single-player games?
A: Real-time multiplayer introduces complexities like handling latency, fast-paced data synchronization across machines, and impartial server arbitration. The system design must account for concurrent players, race conditions, and gameplay consistency. Single-player games avoid those demands. Networking, efficient communication protocols, and authoritative server logic are key for multiplayer but less critical for solo games.
Q: What are some ways to prevent game-breaking bugs from occurring in released games?
A: Thorough testing at each development stage can catch bugs early. Unit testing critical game components in isolation can uncover flaws. Automated integration tests reduce regression risk. Leveraging QA test plans, bug trackers, and staging environments also helps. For post-release, monitoring analytics and player feedback allows rapid hotfixing of issues. Regular patches and updates to address vulnerabilities further secures the live game.
Discussing your hands-on gaming development experience and technical knowledge is key for EA.
System Design & Scalability
EA handles immense scale across its portfolio of multiplayer titles and live services. System design questions assess your ability to think through complex architectures and scalability challenges:
Q: How would you design the server backend to power matchmaking for an online PvP game?
A: I would build horizontally scalable matchmaking servers to handle many simultaneous requests. A load balancer evenly distributes requests across the servers. Each matchmaking server can quickly match players based on parameters like skill, latency, etc., leveraging a fast data store like Redis for player data. A pub-sub message queue like Kafka helps scale real-time match notifications. Match state is persisted to a database like DynamoDB for failure resilience. Auto-scaling based on traffic monitors ensures capacity adapts to player demand.
Q: What are some ways to optimize a multiplayer game server for low-latency networking?
A: Solutions include a robust network model providing client-side prediction and server reconciliation, minimizing packet size through efficient data serialization, geographic CDN caching to reduce distances, UDP with reliability checks over TCP for fast packet transmission, and avoiding blocking calls that could cause lag. Load testing various configurations would help tune performance. Lower level networking optimizations like kernel bypass drivers could also help reduce overhead.
Q: How might you improve the performance of a frequently accessed game database with read-heavy workloads?
A: To optimize a read-heavy database, I would first analyze usage patterns and isolate resource bottlenecks – whether it’s I/O, CPU, etc. Caching frequently accessed data in memory reduces database hits. Read replicas can distribute read traffic across more servers. Sharding divides data across partitions to parallelize operations. For particularly heavy traffic, CDNs may help absorb and geographically distribute load. Beyond scaling infrastructure, database indexing and query optimization provide software-level improvements.
The ability to design complex systems that scale, while optimizing performance, is imperative to EA’s continued online success.
Behavioral Questions
In addition to technical questions, expect EA software engineering interviews to cover some behavioral prompts evaluating your soft skills:
Q: Tell me about a challenging debugging scenario you faced. How did you isolate and address the issue?
A: During development of my indie tower defense game, a major bug surfaced that caused enemy spawn points to disappear right after waves began. I struggled to reproduce it initially. I decided to add logging outputs after the spawn point generation code, which exposed that the data was getting erased later, oddly during enemy pathfinding logic. Stepping through that code revealed an edge case allowing spawn point references to be collected and improperly garbage collected. The fix was simply moving spawn point instantiation earlier in the flow to preserve the references.
Q: Describe a time when you had to collaborate with team members on a challenging software project.
A: As part of a university hackathon project, my team of four developers built a web application for students to buy and sell used textbooks. As the most experienced full-stack developer on the team, I took the lead on architecting the cloud infrastructure, database schema design, and implementing some core API endpoints and UI components. I worked closely with the two front-end focused students to define component interfaces and code review their work. I also collaborated with the other back-end student to integrate the search and recommendation engines they developed. Our team communication was excellent, allowing us to deliver a working application within 24 hours.
**Q:
Electronic Arts Software Engineer Salary$126,705
Average Total CompensationMin: $81KMax: $164K
Electronic Arts Software Engineer Interview Process
Electronic Arts interviews are usually different depending on the role and team, but for Software Engineer interviews, these questions are usually asked in a pretty standard way.
Weve gathered this data from parsing thousands of interview experiences sourced from members.
EA Games Interview Process
FAQ
What questions are asked at EA company interview?
How long does it take to hear back from electronic arts?
What to expect in a software engineering interview?
What questions are asked in the interview of RF design engineer?
What is the interview process like at Electronic Arts?
The interview process consisted of two interviews, one one-hour and a thirty-minute interview. Both were technical and personal, however, the questions were not too tough, just general data structures and algorithms. Q: How would I be a good fit for this role? Is it hard to get hired at Electronic Arts?
What questions are asked in a software engineering interview?
Although you will still be asked technical questions and questions about your coding ability, you may also be asked questions about your skills in problem-solving, your approach to working and your soft skills. This article will focus on software engineering interview questions which fall into the second category.
What questions are asked in an electronics engineering interview?
Some of the electronics engineering interview questions may be more casual like “why you choose this field?” etc. but we are covering more technical question.
How does a software engineer test work?
Rather than asking you to do something tricky, the test will simply ask you to solve a problem that requires you to use the exact skills you might use in your day-to-day job as a software engineer. This means that so long as you have the required skill set, you should be able to solve the problem.