Hardware Engineer
onsite
· 难度 5/5
Recruiter screen,技术电话面试,全天 onsite,包含 RTL design 问题、system architecture 深挖、behavioral 和 team-fit。PS5/PS5 Pro 硬件团队很挑人。
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- Walk me through a console-class hardware project.(带我过一遍一个主机级硬件项目。)
- Tell me about handling thermal/power constraints in a custom SoC.(讲讲你如何在定制 SoC 里处理散热和功耗约束。)
- Describe collaborating with AMD on custom silicon.(描述一下你与 AMD 在定制芯片上的合作。)
- How do you balance hardware-cost optimization with game-experience needs?(你如何在硬件成本优化和游戏体验需求之间做平衡?)
Product Manager
virtual
· 难度 4/5
Recruiter screen,hiring manager 电话,围绕订阅功能的 product-sense 轮次,分析题,跨职能,以及高管终面。PS Plus 是 Sony 的战略性经常性收入押注。
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- Walk me through a launch that moved subscription metrics.(带我完整过一遍一次推动了订阅指标变化的发布。)
- Tell me about handling a launch that disappointed users.(讲讲你如何处理一次让用户失望的发布。)
- Describe partnering with engineering on a tough multi-quarter decision.(描述一次你和 engineering 围绕一个跨多个季度的艰难决策如何合作。)
- How do you compete with Game Pass given Microsoft's content investment?(考虑到 Microsoft 在内容上的投入,你会如何与 Game Pass 竞争?)
Game Designer
onsite
· 难度 5/5
作品集评审,设计作业(重做一个 Sony first-party 游戏的核心机制),与 design director 的 critique,和 engineering 的跨职能面试,以及与 studio lead 的终面。Sony first-party 的设计岗位非常挑人。
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- Walk me through a feature you designed that shipped.(带我过一遍你设计并最终上线的一个功能。)
- Tell me about a design that didn't work in playtest. What did you learn?(讲讲一个在试玩测试中没奏效的设计。你学到了什么?)
- Describe collaborating with engineering on a technically challenging idea.(描述你如何与 engineering 合作推进一个技术上很有挑战的想法。)
- How do you design for a cinematic AAA experience?(你如何为电影化的 AAA 体验做设计?)