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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 25 problems of 25

  • #1easyfoundational

    1. Two Sum

    Find two indices in an array whose values sum to a target — a classic warm-up at EA gauging hash-map fluency.

  • #2easyfoundational

    2. Valid Parentheses

    Validate that bracket characters in a string are properly matched and nested using stack-based parsing.

  • #7easyfoundational

    7. Plus One

    Increment an arbitrary-precision integer represented as a digit array.

  • #10easyfoundational

    10. Same Tree

    Determine whether two binary trees are structurally and value-wise identical.

  • #13easyfoundational

    13. Path Sum

    Determine if a binary tree has a root-to-leaf path that sums to a target value, a pattern used in EA game scene-graph traversals.

  • #14easyfoundational

    14. Pascal's Triangle

    Generate the first numRows rows of Pascal's triangle, testing 2D array construction skills valued in EA's simulation and math-heavy game code.

  • #15easyfoundational

    15. Single Number

    Find the element that appears only once in an array where every other element appears twice, testing bit manipulation knowledge used in EA's low-level engine code.

  • #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.

  • #23hardfoundational

    23. Trapping Rain Water

    Calculate how much water can be trapped between bars of varying heights, a spatial simulation problem EA asks to test terrain modeling and two-pointer mastery.

  • #24hardfoundational

    24. Largest Rectangle in Histogram

    Find the largest rectangular area in a histogram using a monotonic stack, testing advanced stack-based spatial reasoning that EA applies in collision-box and physics simulations.

  • #25hardfoundational

    25. Sliding Window Maximum

    Return the maximum of each sliding window of size k in O(n) using a monotonic deque, a technique EA uses for real-time game stat tracking and replay analysis windows.

Electronic Arts Coding Interview Questions — Full Solutions — InterviewChamp.AI