Design a Matchmaking System
Group online game players into fair, low-latency matches within seconds, at millions of concurrent players.
3 questions on this site are reported in Electronic Arts 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, sorted-sets, ranking, sharding, time-windows, anti-cheat, real-time, udp, game-servers, autoscaling.
Attribution comes from public interview guides and candidate reports, not from Electronic Arts. 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.
Rank 300 M players of a mobile game in real time: the global top 100, your exact rank among millions, your friends, and daily, weekly and season boards that reset on time.
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 Electronic Arts interviews under different names.
Questions reported in Electronic Arts system design interviews include Matchmaking System, Real-Time Leaderboard and Multiplayer Game Backend. Between them they test queues, scheduling, latency, gaming, sorted sets and ranking. The reports come from public interview guides and candidate accounts, not from Electronic Arts, 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.