Game Developer question bank
100 questions. Filter by level and skill, track what you've solved, and see how many people get each one right.
- Frame-rate independent movement
- Is the enemy in front of the player
- Faster diagonal movement
- Where to apply physics forces
- Collecting a coin
- Spawning many bullets
- Basic game loop
- Checking if the player is grounded
- Value returned by Lerp
- Awake or Start first
- What a prefab is
- Length of a 2D vector
- Sine of 90 is not 1
- Waiting two seconds in a coroutine
- GetComponent every frame
- Two boxes overlapping
- Local vs world position
- Why use a sprite atlas
- What Blueprints are
- Input actions instead of keys
- Large art files in Git
- What deltaTime is
- Button drifts on other screens
- Shared stats for many enemies
- Bullets hitting their shooter
- Sound with no direction
- Switching from idle to run
- What a surface normal is
- Per-frame code in Unreal
- Object still there after Destroy
- Health ratio is always zero
- Godot signals
- Kinematic rigidbody
- Why textures have mipmaps
- Is the target on the left or right
- Why quaternions for rotation
- Too many draw calls
- Garbage in Update
- Fixed timestep with an accumulator
- UObject pointer gets destroyed
- Enemy pathfinding
- Messy player code
- Camera smoothing changes with FPS
- Fast projectile passes through walls
- Behaviour tree selector
- A* heuristic that overestimates
- Error after enemy is destroyed
- Coroutine stopped silently
- Memory keeps growing with Addressables
- Thousands of detailed trees
- Drawing rooms behind walls
- Shader build time exploded
- Many identical rocks
- Is the game CPU or GPU bound
- Server RPC is ignored
- OnRep not running on the host
- Why fast games use UDP
- Old save files break after a patch
- Rotate turns the wrong way
- Raycast ignores the Ground layer
- Feet slide during the walk
- Feet floating on stairs
- Sharing a generated level
- Spiky random terrain
- Testing a jump over several frames
- Textures use too much memory on mobile
- Timer text slows the whole HUD
- Rotation reads back as 350
- Responsive movement with an authoritative server
- Hits that looked right but missed
- Jitter far from the origin
- GPU-bound on mobile with particles
- Why ECS can be faster
- Lockstep desync
- Choppy remote players
- Running out of memory in a large level
- Order of a TRS matrix
- Flickering distant surfaces
- Lighting wrong on stretched mesh
- Lights add up too harshly
- Transparent objects in wrong order
- Drawbacks of deferred rendering
- Striped shadow artefacts
- Game slows to a crawl after a hitch
- How rollback netcode works
- Bandwidth grows with player count
- Client reports its own damage
- Job safety system error
- Using transform in Task.Run
- Thousands of tiny temporary allocations
- Main menu loads the whole game
- Alpha-tested foliage on mobile
- Slerp spins the long way round
- Stutter the first time an effect appears
- Friends cannot join a hosted game
- Agents bump into each other
- Free gems from fake purchases
- Angle between vectors is NaN
- Two hundred animated characters
- Estimating server time on a client