Interview Prep Kit
Jordan Ellis | Game Design | Maryville
Before We Start
You're a 12th grader going after a career in game design — that's a real, specific goal, and this kit is built around it. You have more relevant experience than you might think: competing on an esports team means you analyze games critically, work with a team under pressure, and think about what makes gameplay work. That's genuinely useful in this field. Let's get you ready.
A note on your availability: You're in school through at least 2027, so you'll want to be upfront that you're available weekdays after 3:30 PM, weekends, and summers. That's a real, workable schedule — own it confidently. See the tip on how to phrase it at the end of this kit.
Your Interview Questions & Strong Answers
1. "Tell me about yourself."
This is almost always the first question. It's an invitation — not a trap.
Why they ask: They want a quick picture of who you are and why you're here.
Strong answer:
"I'm a senior at Maryville High School with a long-term goal of working in game design. I've been a competitive gamer for years, and right now I play on my school's Call of Duty esports team, which has taught me a lot about how game mechanics, balance, and strategy actually play out at a competitive level. I want to build toward a career where I'm on the design side — creating those experiences rather than just playing them. I'm looking for opportunities to learn the industry from the ground up."
Why it works: It's honest, it's specific, and it connects your passion to a professional direction.
2. "Why do you want to work in game design?"
Why they ask: They want to know if this is a real interest or just "I like games."
Strong answer:
"Playing games competitively has made me a more analytical player — I notice when something feels off about a map, when a weapon is overpowered, when a mechanic pulls you out of the experience. I find myself thinking about the decisions behind those choices. Game design is where those decisions happen, and that's where I want to be. It's not just that I enjoy games — it's that I genuinely think about how and why they work."
Tip: If you've ever modified settings in a game, built anything in a game editor, sketched out a game idea, or even just explained to someone why a game's design is flawed — mention it here. Specific details make you memorable.
3. "What skills do you bring to this role?"
Why they ask: They want to know what you'll actually contribute.
Strong answer:
"A few things I'd point to: I'm a strong strategic thinker — on the esports team, I'm constantly analyzing opponents and adapting plans mid-match. I communicate well under pressure, which matters in collaborative design work. And I'm a planner — I think in systems, whether that's a game plan or a project. I know I'm early in my career, but those instincts are real and I'm actively building the technical side to match them."
4. "Tell me about a time you worked on a team toward a goal."
This is a behavioral question — they want a real example, not a general statement. Use this structure: Situation → What you did → What happened.
Why they ask: Game design is almost entirely collaborative. They want to see that you can function in a team.
Strong answer:
"On the esports team, we were heading into a tournament and our strategy wasn't working against a particular playstyle we kept seeing. I suggested we sit down as a team and break down footage from our last match to identify the pattern. We spent a practice session redesigning our approach — I led the conversation about positioning and role assignments. We went into the tournament with a clearer game plan and performed significantly better. What I took away from it is that honest communication and willingness to change course are more valuable than sticking with what's comfortable."
5. "Where do you see yourself in five years?"
Why they ask: They want to know if you're thinking seriously about this field and if you're likely to grow with the company rather than disappear.
Strong answer:
"In five years I see myself working as a game designer — ideally having shipped at least one title and having a real understanding of the full development cycle. I'm planning to study game design formally, and I want to spend this early period building practical knowledge alongside that. I'm not looking for a shortcut — I want to understand the craft deeply, and I know that takes time and real work. I'm committed to putting that in."
Why it works: It shows ambition without making them feel like a stepping stone. You're saying: I want to grow in this field, not I'll be gone in a year.
6. "What do you know about what game designers actually do day-to-day?"
Why they ask: They want to separate people who romanticize the job from people who understand what the work actually is.
Strong answer:
"From what I've learned, game designers aren't just coming up with ideas — a lot of the work is documentation, iteration, and communication. Designers write design documents, define mechanics, work with programmers and artists to implement those mechanics, and then test and revise based on what's actually working. There's a lot of problem-solving when something that looked good on paper doesn't feel right in play. The creative side and the analytical side both have to be strong."
Prep tip: Before your interview, spend 30 minutes reading about what game designers do at studios you're interested in. Look at job postings even if you're not applying — they'll tell you exactly what skills they value.
7. "Tell me about a game you think is well-designed. What makes it work?"
Why they ask: This tests whether you think analytically about games or just enjoy them. There's no right game — there's only a strong or weak analysis.
Strong answer:
"I'd point to Call of Duty's multiplayer design, specifically the feedback loops — the game is constantly rewarding you with audio, visual, and progression cues that keep you engaged. The map design channels players into predictable conflict zones, which creates consistent action without feeling scripted. But I also think about where I've seen the design struggle — when maps are too symmetrical they lose tension, and when the TTK [time-to-kill] shifts dramatically it changes the whole feel of the game in ways that frustrate competitive players. Good design is when all those systems feel intentional and balanced. When something breaks, you notice it immediately."
Tip: Pick a game you know deeply. The more specific your analysis, the stronger you look.
8. "Have you done any design work on your own — game mods, level editors, your own concepts?"
Why they ask: Passion projects are evidence. They show initiative.
How to answer if yes:
Describe it specifically — what tool you used, what you were trying to create, what worked, what didn't, and what you learned.
How to answer honestly if no:
"I haven't yet, but it's something I'm actively working toward. I've been researching game engines — I'm looking at Unity and Unreal Engine as starting points. I learn best by doing, and I want to have something built before I finish high school."
Tip: If you don't have a project yet, start one before your interview if at all possible. Even a simple level in a free editor is worth mentioning. It shows you took action.
9. "This role may involve tasks that aren't glamorous — documentation, testing, data entry about bugs. Are you okay with that?"
Why they ask: Entry-level roles in game design often involve a lot of unglamorous support work. They want to know you won't check out when the work isn't exciting.
Strong answer:
"Yes, and I think that's actually how you learn the most. If I'm testing builds and logging bugs, I'm watching the game at a mechanical level that most players never see. If I'm writing documentation, I'm developing precision in how I communicate design decisions. I'd rather do the foundational work well than skip past it."
10. "Do you have any questions for us?"
Always say yes. Asking nothing makes you look uninterested. Here are three strong options:
- "What does the path from an entry-level role to a design role look like at your studio?"
- "What tools or engines does your team use most, and is there anything you'd recommend I learn before starting?"
- "What does a successful first few months look like in this position?"
Handling the "When Can You Start?" and Availability Questions
Since you're still in school, here's how to answer clearly and confidently:
**"When