Electronic Arts Coding Interview Questions
25 Electronic Arts coding interview problems with full optimal solutions — 15 easy, 7 medium, 3 hard. Every problem ships with multiple approaches (brute-force first, then the optimal), complexity tables for each, company-specific tips on what an Electronic Arts interviewer values, and a FAQ section.
Showing 7 problems of 25
- #16mediumfoundational
16. Number of Islands
Count connected land regions in a 2D grid using BFS/DFS, a core EA interview topic tied directly to game-map analysis and connected-component detection.
- #17mediumfoundational
17. Course Schedule
Detect a cycle in a directed graph of course prerequisites, a pattern EA applies to dependency graphs in asset loading and game-state initialization systems.
- #18mediumfoundational
18. Implement Trie (Prefix Tree)
Build a trie supporting insert, search, and startsWith operations, a data structure EA uses in autocomplete for in-game chat and matchmaking search.
- #19mediumfoundational
19. Product of Array Except Self
Compute for each position the product of all other elements without division, a prefix/suffix technique EA applies in simulation stat calculations and damage multiplier systems.
- #20mediumfoundational
20. Find the Duplicate Number
Find a repeated number in an array using Floyd's cycle detection, demonstrating the pointer-manipulation skills EA values for memory-constrained game engine problems.
- #21mediumfoundational
21. Word Search
Search for a word in a 2D character grid using backtracking DFS, a direct analog to EA's tile-map traversal and game-world pathfinding interview problems.
- #22mediumfoundational
22. Minimum Path Sum
Find the minimum cost path from top-left to bottom-right of a grid using DP, mirroring EA's movement cost and terrain-weight calculations in strategy game pathfinding.