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Asana·Software Engineer·Technical Phone Screen·Intermediate

IntermediatePrefer not to say
Jun 2026Remote

Summary

Asana software engineering interview that went deep on game logic design. The main problem was implementing 2048 from scratch, which sounds fun until you're live-coding merge behavior and trying to explain a clean API at the same time.

Questions Asked (3)

Q1

Implement the core game logic for 2048 on a 4x4 grid, including tile shifting, merging, spawning new tiles, and detecting win/game-over conditions.

Algorithms & Data StructuresSystem Design
Author's notes

I started with the move logic and immediately got tangled in the merge-once-per-move constraint.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the requirements and edge cases, then outline a clean, modular design that separates board representation, move logic, and game state checks. Walk through the implementation of a single move (e.g., left) in detail, explaining how to handle shifting, merging, and spawning, and then generalize to other directions. Finally, discuss win/loss detection and potential optimizations or extensions.

Pro tip: Demonstrate test-driven development by mentioning specific test cases (e.g., merging two tiles, no merge when three identical tiles in a row, game over when no moves left) and how you would verify correctness. This shows attention to detail and quality.

1. Clarify Requirements and Edge Cases

Ask clarifying questions about grid size (fixed 4x4), win condition (2048 tile), and game over (no valid moves). Confirm that after each move, a new tile (2 or 4) spawns in an empty cell.

2. Design Data Structures and Core Functions

Represent the board as a 2D array (or list of lists). Define functions for shifting and merging a single row, and a function to apply a move in a given direction by transforming the board (e.g., rotate, shift left, rotate back).

3. Implement Move Logic

For a left move, process each row: slide non-zero tiles to the left, merge adjacent equal tiles (only once per tile per move), slide again, and update score. For other directions, rotate the board, apply left move, and rotate back.

4. Implement Tile Spawning and Game State Checks

After a successful move (board changed), randomly select an empty cell and place a 2 (90% probability) or 4 (10%). Check for win if any tile equals 2048. Check for game over if no empty cells and no adjacent equal tiles.

5. Test and Optimize

Write unit tests for edge cases: merging multiple tiles, no merge when three in a row, game over detection. Discuss potential optimizations like using bitboards or precomputing row transformations for performance.

Key Points to Mention

  • Board representation: 2D array or list of lists, with 0 for empty cells.
  • Move algorithm: slide, merge, slide; ensure each tile merges only once per move.
  • Direction handling: use rotation to reuse left-move logic for all directions.
  • Tile spawning: random empty cell, 90% chance of 2, 10% chance of 4.
  • Win condition: any tile reaches 2048; game over: no empty cells and no adjacent equal tiles.
  • Testing: unit tests for merge logic, move correctness, and game state detection.

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.

Q2

Design a move() API that returns enough information for a frontend engineer to render the UI, including the updated board, which tiles merged, where the new tile spawned, the current score, and the game status.

API & IntegrationsTechnical Trade-offsSystem Design
Author's notes

This was the part I actually felt okay about.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the game rules and the frontend's rendering needs, then design a response object that includes the updated board, merge details, new tile position, score, and game status. Emphasize that the API should be pure and return all necessary data for the UI to update without additional queries.

Pro tip: Consider versioning the API response or including a move ID to help the frontend handle optimistic updates and avoid race conditions. Also, think about how the frontend will animate merges and new tiles, so include enough metadata (like tile IDs) to support smooth transitions.

1. Clarify requirements and constraints

Ask about the game rules (e.g., 2048), frontend framework, and whether the API is for a single-player or multiplayer scenario. Confirm what information the frontend needs to render the UI and handle animations.

2. Define the response schema

Outline the JSON structure: board (2D array of tile objects with id, value, position), merges (array of merged tile pairs with positions and new value), spawnedTile (object with id, value, position), score (current total), and status (e.g., 'ongoing', 'won', 'lost').

3. Explain the move logic

Describe how the move is processed: slide tiles, merge equal adjacent tiles, update score, spawn a new tile, and check game status. Ensure the response includes all changes for the frontend to render.

4. Discuss trade-offs and edge cases

Address potential issues like invalid moves (return same state or error), performance (avoid sending full board if large), and how to handle animations (e.g., include previous positions for tiles that moved).

5. Consider extensibility and integration

Mention how the API could be extended for features like undo, replay, or multiplayer sync. Discuss how the frontend would consume this API (e.g., REST, WebSocket) and any versioning strategy.

Key Points to Mention

  • Response should include a unique tile ID for each tile to help frontend track and animate tiles.
  • Merges should specify the source tiles (by ID or position) and the resulting merged tile.
  • New tile spawn should include its position and value, and possibly the ID.
  • Score should be the updated total after the move, and optionally the delta.
  • Game status should indicate if the game is over (no moves left) or won (2048 reached).
  • Consider returning the previous board state or a diff to optimize network payload and enable undo.

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.

Q3

How would you separate game state management, move logic, and rendering concerns in this design?

System DesignTechnical Trade-offs
Author's notes

Talked through keeping a pure game engine class that holds no UI knowledge, with the move function being a pure transformation on state.

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AI HintsAI Generated

Suggested Approach

Start by clarifying the game's requirements and constraints, then propose a layered architecture that cleanly separates state management, move logic, and rendering. Explain how each layer communicates through well-defined interfaces, and discuss trade-offs such as performance, testability, and maintainability.

Pro tip: Emphasize that separation of concerns enables independent testing and evolution of each layer, and mention how you would handle cross-cutting concerns like undo/redo or network synchronization without violating the boundaries.

1. Clarify Requirements and Constraints

Ask about the game type, real-time vs turn-based, platform, and performance needs to tailor your design.

2. Define the Layers and Their Responsibilities

Describe the state layer (data model), logic layer (rules and move validation), and rendering layer (UI), and what each should and shouldn't do.

3. Design Interfaces and Data Flow

Explain how layers interact: state notifies rendering of changes, logic reads/writes state, and rendering never mutates state directly.

4. Discuss Trade-offs and Patterns

Compare patterns like MVC, ECS, or observer, and discuss trade-offs in coupling, performance, and complexity.

5. Address Testing and Extensibility

Highlight how separation enables unit testing of logic and state, and makes it easier to add features like AI or multiplayer.

Key Points to Mention

  • Single Responsibility Principle and separation of concerns
  • Observer pattern or event-driven updates for rendering
  • Immutable state or command pattern for move logic and undo/redo
  • Dependency inversion to decouple layers
  • Performance considerations like batching rendering updates
  • Testability: mocking state and logic for rendering tests

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.