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      Entretiens chez Gameberry LabsEntretiens d’embauche pour Associate Technical Artist chez Gameberry LabsEntretien chez Gameberry Labs


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      Entretien pour Associate Technical Artist

      9 févr. 2026
      Candidat à l'entretien anonyme
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      Expérience neutre
      Entretien moyen

      Candidature

      J'ai postulé en ligne. J'ai passé un entretien chez Gameberry Labs en janv. 2026

      Entretien

      The interview process started with a short introductory call with the hiring manager. This call was mostly about understanding the role, team expectations, and some basic HR-related details. After that, I was given an assignment round with 3 days to complete. There were three assignments in total: One compulsory Two optional, out of which I had to choose one The compulsory assignment involved creating a simple card pick game. The task required implementing: Animation logic Simple particle VFX Sound effects I was free to use any game engine of my choice. For the optional assignment, I chose to create a shader that generates an outline around PNG images. The requirements were: Customizable outline thickness Customizable color Interactivity (outline reacting on hover or click events) After submitting the assignments and clearing that round, I had a call with the hiring manager, followed by the first technical interview. This round was fairly approachable and focused on: Optimization techniques Performance considerations Debugging Simple scenario-based questions Once I cleared Technical Round 1, I moved on to Technical Round 2, which was conducted by the Lead Technical Artist. This round again included: Mostly scenario-based technical questions A few non-technical questions related to workflow, problem-solving, and experience After clearing both technical rounds, I reached the AGM (Associate General Manager) round, which was a non-technical interview. Unfortunately, I was not able to clear the AGM round, and my interview process ended there. Overall, the experience was good and well-structured, and I appreciated the technical depth of the assignments and interviews. The only downside was the lack of feedback. After going through three interview rounds plus an assignment, I was hoping for at least some feedback on what went wrong. I even followed up via email but didn’t receive a response, which was a bit frustrating since it leaves you unsure about what to improve. That said, it was still a valuable experience and a good learning process overall.

      Questions d'entretien [1]

      Question 1

      In the technical rounds, most of the questions were centered around performance and optimization. They asked a lot of “why this approach?” questions, followed by deep follow-ups based on my answers. Topics included things like overdraw, vertex transformations, UVs, and other rendering-related fundamentals. The focus wasn’t on memorizing definitions, but on understanding how these things affect performance in real scenarios and how I would reason about trade-offs while building features.
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