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hardGame Developer interview question

How would you architect world streaming for a large open-world game?

What the interviewer wants to hear

  • Divide the world into cells or chunks and load by distance and direction
  • Asynchronous loading with priorities and memory budgets
  • LOD and HLOD for distant content; low-detail proxies
  • Avoid main-thread spikes by time-slicing activation and initialisation
  • Persistent state for changed objects, and floating origin for precision
  • Engine tools: Unreal World Partition, Unity Addressables or scene streaming

Model answer

I split the world into a grid of cells, each with its own assets and actors, and load cells within a radius of the player, with extra priority in the direction of travel and for fast vehicles. Loading is asynchronous with a priority queue and strict memory budgets per category, and unloading is just as important. Distant areas use hierarchical LOD proxies so the skyline is visible without loading full cells. The hard part is avoiding hitches, so activating loaded objects, running their setup code and adding physics is time-sliced over several frames. Objects the player changed, like opened chests, save their state in a persistent layer so cells can unload and reload correctly. For huge worlds I use origin rebasing to keep float precision. In Unreal I would build on World Partition and data layers; in Unity, Addressables and additive scenes.

Can you answer it under time pressure?

Take a timed hard round and get scored on every answer.

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