Game Designer
Interview Questions

Get ready for your upcoming Game Designer virtual interview. Familiarize yourself with the necessary skills, anticipate potential questions that could be asked and practice answering them using our example responses.

Updated April 20, 2024

The STAR interview technique is a method used by interviewees to structure their responses to behavioral interview questions. STAR stands for:

This method provides a clear and concise way for interviewees to share meaningful experiences that demonstrate their skills and competencies.

Browse interview questions:

Can you share a game design project you're particularly proud of and explain why? How do you approach understanding the brand and target audience of a new gaming project? Could you provide an example of a time when player feedback or data significantly influenced your game design decisions? How do you foster collaboration within your design team, and with other teams like programming, art, and production? Can you recall a time when you received major criticism or feedback on your game design? How did you respond? How do you stay updated with the latest trends, technologies, and methodologies in game design? Can you share an instance when a game design project required a major pivot? How did you manage the change? How do you incorporate player feedback into your game design process? How do you design games to cater to a diverse range of player preferences and play styles? Can you discuss a game project that did not meet its initial objectives and how you identified and addressed the issue? Can you share an experience where a game design project didn't go as planned and what you learned from it? How do you evaluate your performance and strive for continuous improvement in your game design skills? Can you provide an example of resolving disagreements or conflicts within your team or with stakeholders regarding game design decisions? Have you ever mentored a less experienced game designer? If so, how did you guide their development and what was the outcome? Given our company's genre focus and target players, how would you approach developing a game design strategy?

Can you share a game design project you're particularly proud of and explain why?

Inquiring about a game design project you're particularly proud of helps the interviewer assess your passion, drive, ability to complete projects, and self-assessment skills, understanding what you consider a success.

Dos and don'ts: "When discussing a game design project you're proud of, focus on the challenges you faced, how you addressed them, and the impact of your work. Highlight your role and the skills you used, but avoid bragging or demeaning the contribution of others."

Suggested answer:

  • Situation: In my previous role at XYZ Games, we were tasked with creating an immersive RPG that would appeal to players seeking a rich narrative experience.

  • Task: As the lead designer, I had to ensure the game mechanics and storyline complemented each other seamlessly and provided a captivating player experience.

  • Action: I organized brainstorming sessions with the narrative team and proposed integrating storyline elements into the core game mechanics, transforming the narrative into an interactive experience rather than a passive one.

  • Result: The game received high praise from players and critics alike for its innovative narrative approach. This affirmed my belief in the importance of collaboration between game design and narrative teams.

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How do you approach understanding the brand and target audience of a new gaming project?

When asked about your approach to understanding the brand and target audience, the interviewer is interested in your research and analytical skills and how you apply them to satisfy project requirements and audience preferences.

Dos and don'ts: "Understanding a new brand and target audience is about research and empathy. Explain your process, but don't forget to mention how you've applied your findings in past projects. Don't make assumptions without data or insights to back them up."

Suggested answer:

  • Situation: When I joined ABC Studios to work on their upcoming adventure game, they were targeting a demographic that was new to me - pre-teens.

  • Task: My task was to understand the needs, preferences, and gaming habits of this audience to design a game they would enjoy.

  • Action: I conducted extensive research on similar games in the market and organized focus groups with our target audience. I also consulted child psychology experts to ensure our design was age-appropriate and engaging.

  • Result: The insights gathered significantly influenced our design process, and we successfully created a game that was both enjoyable for our target audience and met our brand standards.

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Could you provide an example of a time when player feedback or data significantly influenced your game design decisions?

Requesting an example where player feedback or data influenced your game design decisions indicates the importance of adaptability and receptiveness to user feedback in your role as a game designer.

Dos and don'ts: "Share a specific example where player feedback or data influenced your design decisions. The more details and figures you can provide, the better. Avoid dismissing or downplaying the importance of player feedback."

Suggested answer:

  • Situation: While working on a mobile strategy game at DEF Game Studios, we received feedback that players were finding the game's progression system confusing and frustrating.

  • Task: My task was to redesign the progression system to make it more user-friendly without compromising its strategic depth.

  • Action: Using the feedback and data we gathered, I identified the problematic aspects of the system, prototyped alternatives, and iteratively playtested them with our player base until we found a solution that was better received.

  • Result: The redesigned progression system improved player retention by 20% and received positive feedback on its clarity and user-friendliness. This experience underscored for me the value of player feedback in game design.

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How do you foster collaboration within your design team, and with other teams like programming, art, and production?

By inquiring about your methods for fostering collaboration within your team and across other teams, the interviewer aims to gauge your teamwork and leadership skills, both crucial for efficient game development.

Dos and don'ts: "Fostering collaboration involves communication, trust, and shared goals. Mention any tools or methodologies you've found effective but be wary of promoting a one-size-fits-all approach."

Suggested answer:

  • Situation: At XYZ Games, our design team operated in relative isolation, which often led to miscommunication and inefficiencies between different departments.

  • Task: Recognizing this, my role was to facilitate better collaboration not only within the design team but also between design, programming, art, and production teams.

  • Action: I implemented weekly cross-departmental meetings where each team could share their progress and challenges. I also encouraged my design team members to actively engage in conversations with other departments.

  • Result: This approach not only improved the communication and collaboration between the different teams but also resulted in more cohesive and high-quality games.

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Can you recall a time when you received major criticism or feedback on your game design? How did you respond?

Asking about a time you received significant criticism on your game design lets the interviewer understand your receptiveness to feedback, resilience, and problem-solving skills.

Dos and don'ts: "When discussing criticism or feedback, the focus should be on your growth and resilience. Detail how you acted upon the feedback constructively, but don't forget to express appreciation for the feedback, even if it was tough to hear initially."

Suggested answer:

  • Situation: During the development of a multiplayer game at ABC Studios, playtesters found our matchmaking system to be unfair and frustrating.

  • Task: My responsibility was to address this feedback and redesign the matchmaking system to provide a more balanced and enjoyable experience.

  • Action: I gathered the playtesters' feedback, organized brainstorming sessions with my team, and we proposed a new matchmaking algorithm that considered more player variables for better balance.

  • Result: Following the change, player feedback improved significantly, and we saw a rise in player engagement. It was a critical lesson in handling criticism constructively and making necessary changes based on player feedback.

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How do you stay updated with the latest trends, technologies, and methodologies in game design?

Checking how you stay updated with the latest trends and technologies allows the interviewer to evaluate your commitment to continual learning and staying relevant in the industry.

Dos and don'ts: "Show that you're an active learner who's proactive about keeping up with industry trends. Mention sources, communities, or events you use but avoid giving the impression that you prioritize trends over solid design principles."

Suggested answer:

  • Situation: In the ever-evolving field of game design, staying updated with the latest trends and technologies is crucial for maintaining competitiveness.

  • Task: As a mid-level game designer, it's my responsibility to keep up-to-date and continuously improve my skills and knowledge.

  • Action: I regularly attend industry conferences, follow key figures in the gaming industry on social media, and participate in game design forums. I also engage in continuous learning by taking courses and reading books on emerging trends and technologies in game design.

  • Result: This habit not only keeps me informed about the latest industry trends but also enables me to bring fresh ideas and perspectives to the projects I work on, enhancing their quality and appeal.

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Can you share an instance when a game design project required a major pivot? How did you manage the change?

When discussing a major pivot in a game design project, the interviewer is looking to understand your flexibility, problem-solving abilities, and resilience in the face of change.

Dos and don'ts: "Sharing a major pivot in a project, focus on how you handled the change, maintained morale, and still delivered quality work. Don’t blame others for changes or paint the change as wholly negative."

Suggested answer:

  • Situation: At XYZ Games, we were working on an open-world RPG. Halfway through development, market analysis indicated a shift in player preference towards strategy games.

  • Task: I was responsible for leading a pivot in our project to create a strategy game while utilizing the resources already developed.

  • Action: I conducted a series of workshops where we brainstormed how to transform our content into a strategy game. We adapted the character development and world-building we'd done into a new strategy-focused gameplay mechanic. It was challenging but it brought the team together and sparked innovative solutions.

  • Result: The pivot was successful. The strategy game we created was well-received by players and critics alike, and we were able to adapt quickly to the shifting market, proving the flexibility and resilience of our team.

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How do you incorporate player feedback into your game design process?

Your methods for incorporating player feedback reveal your user-centric approach and how it influences your design decisions.

Dos and don'ts: "Integrating player feedback is an important part of user-centered design. Discuss methods you've used but avoid suggesting that you use feedback blindly without considering the broader design context."

Suggested answer:

  • Situation: When I was a designer at ABC Games, our initial approach was to develop games based solely on internal ideas, with little player feedback.

  • Task: Seeing the value of player input, I took the initiative to integrate player feedback into our game design process.

  • Action: I proposed the implementation of a closed beta testing phase where selected players could provide direct feedback. We also created a dedicated forum for players to discuss their experiences and suggestions.

  • Result: As a result, we started to develop games more aligned with our players' preferences, which led to increased player satisfaction and retention.

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How do you design games to cater to a diverse range of player preferences and play styles?

Asking about designing games to cater to diverse player preferences reveals your ability to empathize with users and create inclusive designs.

Dos and don'ts: "Designing for diverse player preferences shows your user-centric approach. Describe how you use research and testing to understand and cater to diverse needs. Don't stereotype or make assumptions about player groups."

Suggested answer:

  • Situation: While working on a project at DEF Games, our team was tasked with designing a game that appealed to a wide audience with diverse gaming preferences.

  • Task: My job was to ensure that our game design incorporated elements that catered to different play styles without compromising the overall gameplay experience.

  • Action: I led a player analysis, identifying different player archetypes and their preferences. Based on this, we integrated various gameplay options, difficulty settings, and narrative choices to accommodate different player styles.

  • Result: Our game was lauded for its inclusivity and flexibility, attracting a wider player base and receiving positive reviews for its ability to cater to various player preferences.

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Can you discuss a game project that did not meet its initial objectives and how you identified and addressed the issue?

Discussing a game project that didn't meet its objectives helps the interviewer understand your problem-solving abilities and your approach towards setbacks and learning from failure.

Dos and don'ts: "Discussing a project that didn’t meet its objectives, focus on the lessons learned and how you've applied these in future work. Avoid blaming others or refusing to take responsibility for the project's shortcomings."

Suggested answer:

  • Situation: At GHG Games, I was involved in a project where our launch was overshadowed by competitor releases, leading to lower-than-expected initial sales.

  • Task: As the lead designer, it was my responsibility to identify the factors contributing to this shortfall and create a plan to turn the situation around.

  • Action: I conducted a post-mortem analysis, considering both internal factors and external market conditions. We realized our marketing campaign wasn't distinctive enough. To address this, I collaborated with the marketing team to create a series of updates and events to reinvigorate interest in our game, emphasizing our unique gameplay features.

  • Result: The post-launch campaign successfully brought renewed attention to our game, with an increase in sales and positive reviews, demonstrating the importance of a unique marketing strategy and continued post-launch support.

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Can you share an experience where a game design project didn't go as planned and what you learned from it?

Sharing experiences where a project didn't go as planned can reveal your resilience, learning attitude, and how you tackle unexpected challenges.

Dos and don'ts: "Sharing a project that didn’t go as planned, explain what happened, how you adapted, and what you learned. Avoid focusing solely on the negative aspects."

Suggested answer:

  • Situation: At JKL Games, we were developing a racing game that was intended to have a complex physics system.

  • Task: My role as a game designer was to help bring this complex physics engine to life in a way that would be fun for players.

  • Action: Despite our best efforts, we were unable to deliver the physics engine as intended due to technical constraints and time limitations. We had to revert to a more simplified system. This required redesigning several key gameplay elements to ensure they would still be engaging.

  • Result: Although the final game was different than initially planned, it was still well received. The situation taught me the importance of adaptable design and realistic scope setting.

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How do you evaluate your performance and strive for continuous improvement in your game design skills?

Asking how you evaluate your performance allows the interviewer to understand your self-assessment skills and your commitment to continuous improvement.

Dos and don'ts: "When discussing your performance evaluation and improvement, be honest about your weaknesses and your plan for improvement. Don’t pretend you’re flawless or claim that you’ve nothing to learn."

Suggested answer:

  • Situation: At my previous company, MNO Games, I realized that it was essential for me to continuously learn and grow as a game designer.

  • Task: To improve my skills, I decided to actively seek feedback and find ways to challenge myself in my design work.

  • Action: I set up regular meetings with my peers and supervisors for constructive feedback. I also took on challenging projects that required me to learn new skills, and I regularly attended industry events and webinars to stay updated on the latest design trends and tools.

  • Result: This commitment to continuous learning and improvement allowed me to grow as a designer, take on more responsibility, and contribute more effectively to my team. My designs became more innovative, and I was able to adapt quickly to changes in the gaming industry.

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Can you provide an example of resolving disagreements or conflicts within your team or with stakeholders regarding game design decisions?

Requesting an example of resolving disagreements or conflicts showcases your conflict resolution skills, crucial in a collaborative environment.

Dos and don'ts: "Resolving disagreements or conflicts requires diplomacy and negotiation. Describe a situation where you've used these skills but avoid bad-mouthing colleagues or stakeholders."

Suggested answer:

  • Situation: During my tenure at PQR Games, we had a significant conflict between our design team and marketing about the direction of a major game project.

  • Task: As a senior designer, it fell upon me to mediate the disagreement and find a solution that satisfied both parties without compromising the game's integrity.

  • Action: I organized a series of meetings between the two departments. We discussed concerns openly, listened to each other's points of view, and brainstormed solutions. I stressed the importance of our common goal - creating a game that would resonate with our audience and be commercially successful.

  • Result: The meetings resulted in a compromise that honored the creative vision of the design team while also addressing the marketing department's concerns about marketability. The game went on to be one of our most successful releases, underscoring the importance of cross-departmental collaboration and conflict resolution.

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Have you ever mentored a less experienced game designer? If so, how did you guide their development and what was the outcome?

If you have mentored a less experienced designer, the interviewer is interested in understanding your leadership and teaching skills, and how effectively you can guide others.

Dos and don'ts: "If you've mentored a less experienced designer, highlight the strategies you used, the progress of your mentee, and what you learned from the experience. Avoid overshadowing the mentee's effort and success."

Suggested answer:

  • Situation: At my previous position at STU Games, I was given the opportunity to mentor a new hire who was just starting in the field of game design.

  • Task: My goal was to guide them through their initial projects, help them understand our workflow, and foster their design skills.

  • Action: I conducted weekly meetings to review their work, provide constructive feedback, and answer any questions. I shared resources that were instrumental in my own career and encouraged them to experiment and learn from each project.

  • Result: Over time, the designer grew more confident and skilled. They began contributing innovative ideas to our projects and eventually led their own game design project. It was a rewarding experience to see their growth and their success affirmed the value of mentorship in professional development.

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Given our company's genre focus and target players, how would you approach developing a game design strategy?

Discussing your approach to developing a game design strategy for the company's genre focus and target players lets the interviewer assess your strategic thinking and understanding of the market and user needs.

Dos and don'ts: "When discussing your approach to developing a game design strategy, discuss how you would consider the company's genre focus and target players. Don’t assume you understand the company or its audience perfectly without research."

Suggested answer:

  • Situation: Let's say I am tasked with developing a game design strategy for a company focused on the RPG genre with a core audience of mature, experienced players.

  • Task: My role would be to create a design strategy that satisfies our target players' expectations and aligns with the company's genre focus.

  • Action: I would start with extensive research, including player preferences, competitor analysis, and emerging trends in the RPG genre. I would then brainstorm and iterate on design ideas that could provide a unique and immersive experience for our target audience. This might involve complex character development, a rich narrative, and strategic gameplay mechanics.

  • Result: By developing a game design strategy that is both informed by research and tailored to our audience's preferences, we would increase our chances of creating an RPG game that resonates with our players and stands out in the market.

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