Interviewing at a game studio: tests, panels and questions

Career guide · Updated 14 Oct 2026 · 7 min read

Game studio interviews usually combine a conversation about your experience with a practical test of your craft. Knowing the typical stages, how to handle a take-home test and what to ask in return will make the whole process less stressful and help you judge whether the studio is right for you.

The typical process

Every studio runs its process differently, and smaller studios often compress several stages into one. A common sequence looks like this:

  1. Application review. Your CV, cover note and portfolio or code samples are read by a recruiter, a hiring manager or both.
  2. Screening call. A short call, often 20 to 30 minutes, with a recruiter or someone from the team. It checks the basics: your interest, your availability, salary expectations, right to work and notice period.
  3. Practical test. An art test, design test, programming exercise or similar. This might be a take-home task or a live session.
  4. Technical or portfolio interview. A deeper conversation with people from the discipline, often walking through your test and past work.
  5. Panel or final interview. Meeting a wider group: the lead, a producer, someone from another discipline, sometimes a studio director. This stage often focuses on collaboration, communication and fit with the team.
  6. Studio visit. Some studios invite candidates on site, either as part of the final stage or after an offer. Even for remote roles, a visit is worth taking if offered.
  7. Offer and references. A verbal offer is usually followed by a written one. References and right-to-work checks normally happen around this point.

The whole process can take anything from a week to a couple of months. It is reasonable to ask at the screening call how many stages there are and how long they expect it to take.

Preparing for the screening call

The screening call is short, but it filters out many candidates. Have clear, honest answers ready for these:

Take-home tests

Practical tests are common in games because portfolios and CVs only show so much. Done well, a test lets you show how you think and work. Done badly, by either side, it can eat a week of your life.

Approaching a test

When a test is unreasonable

Most studios set fair tests. Occasionally one asks for far more than a reasonable candidate should give unpaid. Warning signs include:

You are entitled to ask questions or push back. Options include asking whether a smaller scope is acceptable, offering existing portfolio work that shows the same skills, asking whether the test is paid, or politely withdrawing. A studio that reacts badly to a reasonable question about scope is telling you something useful about how it treats people's time.

Live tests

Some studios prefer a live exercise instead of, or as well as, a take-home: pair programming, a whiteboard design problem, a paint-over or a short level blockout. Talk through your reasoning as you go, ask clarifying questions, and do not panic if you get stuck. Interviewers usually care more about how you approach a problem than whether you finish it.

Common questions by discipline

Expect a mix of general questions and discipline-specific ones. Some examples of what comes up:

Programming

The programming careers guide covers technical preparation in more depth.

Art and animation

Design

More in the design careers guide.

QA

The QA careers guide has examples of good bug reports.

Production

Questions for everyone

Prepare short, specific answers with examples from real work. If you are early in your career, examples from university projects, game jams and personal projects are perfectly acceptable.

Questions to ask the studio

An interview runs both ways, and good questions show you are serious. They also help you avoid a bad fit. Choose a few from this list rather than asking all of them:

The project and team

Working hours and crunch

Ask these neutrally and listen for specific answers. "We don't crunch" is less reassuring than a concrete description of how the studio plans and protects its teams.

Progression and reviews

Practicalities

Studio visits

If you are invited on site, treat it as part of the interview, but also as your best chance to see how the studio actually works. Notice how people talk to each other, whether the space feels busy or quiet, and whether people seem rested. Ask to see where your team sits. If you meet potential colleagues, ask them what they enjoy about working there and what they would change.

After the interview

Rejection is a normal part of games hiring. Studios often have many strong applicants for a single role, and decisions can come down to project timing or a very specific skill. One rejection says little about your long-term prospects.

Next steps