I jumped straight into the game logic and spent way too long on the board state before they nudged me toward the networking side.
Start by clarifying requirements and scope (e.g., real-time vs turn-based, matchmaking, persistence, scale). Then outline a high-level architecture covering client, API gateway, game service, state store, and real-time communication, and dive into key components like game state management, concurrency, and scalability. Finally, discuss trade-offs and potential optimizations.
Pro tip: Emphasize idempotency and consistency in game state updates to handle network retries and concurrent moves, which is critical for a fair multiplayer experience.
Ask questions to understand functional and non-functional requirements: real-time vs turn-based, number of concurrent games, latency expectations, persistence, matchmaking, and authentication.
Sketch the main components: client apps, API gateway, game service (stateless), game state store (e.g., Redis), matchmaking service, and real-time communication (WebSockets or polling).
Detail game state management (board representation, move validation), concurrency control (locking, optimistic concurrency), and real-time updates (pub/sub, WebSockets).
Discuss how to scale horizontally, handle failures (retries, idempotency), and ensure low latency (edge servers, caching).
Compare design choices (e.g., WebSockets vs polling, Redis vs DynamoDB) and justify decisions based on requirements.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.