Design a Matchmaking System
Group online game players into fair, low-latency matches within seconds, at millions of concurrent players.
2 questions on this site are reported in Activision software engineer interviews. Each has a full reference design (requirements, back-of-envelope numbers, components, user flows and deep dives with interviewer follow-ups). Each one can be walked through turn by turn and then sat as a mock. Patterns covered: queues, scheduling, latency, gaming, real-time, udp, game-servers, autoscaling.
Attribution comes from public interview guides and candidate reports, not from Activision. It indicates where a question has been asked, nothing more.
Group online game players into fair, low-latency matches within seconds, at millions of concurrent players.
Battle royale for 3 M concurrent players: 100-player matches on authoritative 30 Hz servers, fair hits, warm fleets and launch-day surges.
Large-company loops run 45 to 60 minutes, expect numbers, and spend most of the time on deep dives. Walk through a question to see how a strong candidate paces the hour, sit the same question as a mock until you can produce the requirements, the estimates and the design without looking, then read the interview framework guide for how to structure the hour. The other questions on the site teach patterns that show up in Activision interviews under different names.
Questions reported in Activision system design interviews include Matchmaking System and Multiplayer Game Backend. Between them they test queues, scheduling, latency, gaming, real time and udp. The reports come from public interview guides and candidate accounts, not from Activision, so practise the patterns rather than memorising one list.
Practise the questions reported there out loud, under a 45-minute clock: requirements with numbers first, then estimates, a high-level design, and deep dives into the two or three hardest parts. Start with Matchmaking System: watch a strong candidate answer it turn by turn, then sit it yourself. Then cover the patterns the round leans on (queues, scheduling, latency and gaming) with one more question each.