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CD PROJEKT RED interviews FAQs
Candidates applying for Senior Combat Designer roles take an average of 18 days to get hired, when considering 2 user submitted interviews for this role. To compare, the hiring process at CD PROJEKT RED overall takes an average of 39 days.
Common stages of the interview process at CD PROJEKT RED as a Senior Combat Designer according to 2 Glassdoor interviews include:
Group panel interview: 25%
Personality test: 25%
Skills test: 25%
Phone interview: 13%
One on one interview: 13%
Here are the most commonly searched roles for interview reports -
I applied through a recruiter. The process took 2 weeks. I interviewed at CD PROJEKT RED in Sep 2022
Average interview
Application
I applied online. The process took 3 weeks. I interviewed at CD PROJEKT RED
Interview
Short initial 30 minute screen which was simple and mostly covered previous experience and comp conversations, the recruiter was also very nice.
Followed by a 1 hour interview with 2 people (HM + Designer). Interview was simple enough, and one of the interviewers seemed like they really didn't want to be there which was kind of off-putting. The other interviewer was pretty engaged and pleasant overall, A very strange sequence that felt like it was lasting way to long regarding a theory question on design that really had little to do with design or development and mostly served as a strange litmus test that was incredibly subjective.
Project sounded fun, but I left feeling like they didn't really know who or what they were trying to hire for, and asked very few questions either technical or behavioral that you'd expect for the role.
1
Interview
Interviewed at The Molasses Flood for their new Witcher game after responding to a recruiter. Initial design screening went decently well, though highly disorganized. Mostly just discussed the project and role, with some basic questions about my experiences and proficiencies. This was followed by a 3.5 hour series of panels. All of them were relatively straightforward, based on the questions asked and my answers, it was quite clear I had experience doing everything they were looking for. The few rough spots in one or two interviews had to do with me explaining aspects of my most recent role and project that were highly unideal, and I assume those are held against me as a candidate as though me doing the best work possible in unideal situations (when I can also easily explain what more ideal processes would look like) means I'm *bad* at my job rather than the opposite. But that's how basically every team I interview with ends up making me feel. I was rejected without any feedback, but I can easily assume that it was because my most recent project didn't ship and they don't feel confident that I could do everything we discussed because there's not proof of a finished project. The irony is what I had made in the last two years is probably more polished and extensive than the low-scope indie game they're making, but I can't easily prove that, so just add it to the pile of rejections I've gotten because a shipped game means more than talent or expertise.
Interview questions [1]
Question 1
Questions about implementation experience and basic comprehension of game design across similar genres.