I started with the game state and move validation logic which felt right, but I think I underweighted the real-time communication layer.
Start by clarifying functional and non-functional requirements, then sketch a high-level architecture that separates real-time gameplay, matchmaking, and core services. Dive into the trickiest parts—real-time communication and matchmaking—while addressing scalability, consistency, and trade-offs.
Pro tip: Explicitly discuss consistency models (e.g., strong vs. eventual) for game state and matchmaking, and how you'd handle failures gracefully. This shows you think beyond the happy path and understand distributed systems trade-offs.
Ask about scale (DAU, concurrent games), latency requirements, game types (real-time vs. turn-based), and features like spectating, chat, and ratings.
Outline core components: API gateway, matchmaking service, game service, real-time communication layer (WebSockets), database, and caching. Draw a simple diagram.
Explain how moves are transmitted and validated, state synchronization, and conflict resolution. Discuss using WebSockets, game state storage, and consistency models.
Describe the matchmaking algorithm (e.g., Elo-based), queue management, and how to scale it. Consider latency, fairness, and handling of player disconnects.
Address scaling strategies: sharding, replication, load balancing, and caching. Discuss trade-offs between consistency, latency, and cost.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.