What problem does it solve? Interviewers and mock-interview systems often struggle to produce realistic, role-appropriate questions for game development candidates, defaulting to shallow API trivia instead of probing frame budgets, synchronization trade-offs, and real troubleshooting experience. ## Core Features & Use Cases - Domain-Graded Question Ladders: Covers game loops and ECS, rendering pipelines and Draw Calls, shaders, physics, frame vs state synchronization, server architecture, performance profiling, memory and GC, asset management and hot updates, gameplay systems, and toolchain workflows. - Good vs Bad Question Patterns: Contrasts trivia questions with scenario-based probes (e.g., diagnosing a 25fps scene from Profiler timings) including danger signals and expected strong answers. - Resume-Triggered Hooks: Maps resume keywords like Unity, Unreal, frame sync, or hot update to targeted follow-up questions demanding concrete numbers such as frame time, Draw Calls, and memory. - Use Case: When a candidate's resume mentions a Unity project with performance optimization, the skill guides the interviewer to ask for target hardware, per-frame budgets, and the specific profiling tools used. ## Quick Start Load this skill when the job posting or resume mentions game client, game server, engine development, Unity, Unreal, or graphics rendering to generate targeted interview questions.