How do you make game systems easy for designers to tune without changing code?
What the interviewer wants to hear
- Data-driven design: ScriptableObjects, Data Assets, data tables
- Expose parameters in the editor with sensible ranges
- Custom editor tools and debug views
- Hot reload or quick iteration
- Validation of designer data
Model answer
I separate data from logic. Weapon stats, enemy types, level rewards and similar values live in data assets, such as ScriptableObjects in Unity, or Data Assets and Data Tables in Unreal, sometimes imported from a spreadsheet. The code reads these values, so a designer can create a new enemy variant just by making a new asset. I expose parameters in the inspector with clear names, tooltips and ranges, and build custom editor tools where needed, like a visual wave editor. I add in-game debug views and cheats so designers can test quickly, and support changing values while the game runs. Finally, I validate the data, for example warning when a drop table does not add up to 100 percent, so mistakes are caught before they reach players.
Can you answer it under time pressure?
Take a timed medium round and get scored on every answer.
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