EA DICE interview, decoded.
DICE, the Stockholm studio behind Battlefield and the home of EA's Frostbite engine, interviews engineers the way most Stockholm studios do: homework first. Candidates describe a home assignment of about twenty hours over a week, a small C++ project with performance constraints, followed by a technical interview in which three senior developers go through it and question every decision, from design to implementation to readability, asking harder questions until you run out of answers. Around that sit an HR call, a conversation with the team lead and future manager, and for some roles the wider EA loop of coding, game-systems design and a domain round. It is one of the better-rated loops in the city: 73 percent of Glassdoor candidates call it positive.
Both are free. Either one starts by pasting an EA DICE posting: that is what makes the read and the questions EA DICE’s rather than generic.
Who EA DICE hires
The roles and the backgroundDICE hires C++ engineers for gameplay, rendering, animation, networking, tools and the Frostbite engine, alongside designers, artists, technical artists, QA and production, almost all in Stockholm. EA owns the studio, so engineers sit on EA's level ladder (SE 2, SE 3, Senior SE) and pay includes EA stock and bonus. The studio's head of recruitment has said the best application is your work: put your code or portfolio online, and arrive having played the game.
What is the EA DICE interview process?
Round by roundCandidate accounts on Glassdoor describe the Stockholm loop; EA's studio-wide engineering loop, documented by interview guides, describes the rounds some DICE roles add. Both are below.
Standard questions on background and motivation, and whether you have played the game; the recruiter's own advice is to arrive having done so.
A small project in C++ with performance constraints, or for some roles a simple game. Graded on design, implementation, readability and how it performs.
Your assignment, line by line. Every decision is questioned and the questions get harder until you cannot answer; that is how they place your level, so running out of answers is expected.
C++ memory and data-oriented design; designing an inventory, matchmaking or entity-component system and defending the data layout; for DICE, the rendering pipeline, multiplayer networking and client-side prediction.
A get-to-know-you conversation with the lead and your future manager: how you work, what you have shipped, fit with the team.
What EA DICE screens for
What every round is really testingDICE's recruiter and its candidates describe the same bar.
- Craft in C++ that survives a review by three senior developers
- Judgment under performance constraints, said out loud
- Having played the game and knowing the studio, which the recruiter names as the minimum preparation
- Speaking about former employers without bitterness; the recruiter names it as a fail
- A portfolio or public code that shows what you can build
EA DICE interview questions
Candidate-reported themesThe assignment interview is the questions; the themes below are what the rest of the loop reportedly covers.
Behavioural & motivation
- Why DICE, and what do you think of the current Battlefield?
- Walk me through your assignment. Why this structure, and what would you change with more time?
- Tell me about a feature you owned end to end and shipped under deadline pressure.
- Describe a conflict on a team about a technical approach and how it ended.
- What is the worst performance problem you have fixed, and how did you find it?
Technical
- The home assignment: A small C++ project with performance constraints; design, implementation and readability all questioned
- C++ in depth: Memory management, RAII and smart pointers, move semantics, virtual dispatch cost, data-oriented design
- Game-systems design: An inventory, a matchmaking flow or an entity-component setup, with the data layout and update loop defended
- Rendering and networking: Tracing a frame from culling to draw-call submission; how client-side prediction hides latency in a fast shooter
- Engine work: Frostbite's team sits in Stockholm; engine roles go deeper on tools, pipelines and performance
These are the reported themes — your loop is role-specific. Paste the actual posting and Calibrd predicts the questions for that exact role and level.
Scan an EA DICE posting →Pay
What the offer looks likeLevels.fyi for software engineers at Electronic Arts in Greater Stockholm, read on 13 September 2026: the median package is SEK 831K; an SE 2 reports SEK 618K base plus SEK 102K stock and SEK 57K bonus, an SE 3 SEK 825K base plus 225K stock and 124K bonus. Few Stockholm reports sit behind the senior figure. EA stock and bonus put DICE above the independent studios and near King; our Stockholm salary page has the comparison.
How to prepare for an EA DICE interview
In order- 01Treat the home assignment as twenty hours of your best code. Readable names, small functions, the performance constraint met and measured, and a short note on what you would do next. Three senior developers will read it; write it for them.
- 02Prepare to be questioned until you fail. For every decision in the assignment, know the alternative you rejected and why; when the questions pass what you know, say so plainly. That edge is how they place your level, not a mark against you.
- 03Drill the C++ they ask about: ownership and RAII, move semantics, virtual dispatch cost, cache-friendly data layout. Engine and gameplay rounds are built on it.
- 04Be able to trace a frame and explain client-side prediction. Rendering and networking are the DICE domain rounds, and a shooter's feel depends on both.
- 05Play the current Battlefield, and put your code where they can see it. The studio's recruiter has said both, in those words.
This guide covers EA DICE's engineering and research hiring. For management and leadership roles the loop is similar but the bar shifts to people, delivery and strategy, so pair it with the leadership interview prep hub. The bar for your exact role comes from the role-by-role guides, and the prep that actually transfers is spoken, so run a mock interview before the real one.
FAQ & sources
The short answersWhat is EA DICE's interview process?
Candidate accounts on Glassdoor describe the Stockholm loop; EA's studio-wide engineering loop, documented by interview guides, describes the rounds some DICE roles add. Both are below. HR screen: Standard questions on background and motivation, and whether you have played the game; the recruiter's own advice is to arrive having done so. Home assignment: A small project in C++ with performance constraints, or for some roles a simple game. Graded on design, implementation, readability and how it performs. Assignment interview: Your assignment, line by line. Every decision is questioned and the questions get harder until you cannot answer; that is how they place your level, so running out of answers is expected. Technical rounds, some roles: C++ memory and data-oriented design; designing an inventory, matchmaking or entity-component system and defending the data layout; for DICE, the rendering pipeline, multiplayer networking and client-side prediction. Team lead and manager: A get-to-know-you conversation with the lead and your future manager: how you work, what you have shipped, fit with the team.
What does EA DICE look for in candidates?
DICE's recruiter and its candidates describe the same bar. Craft in C++ that survives a review by three senior developers Judgment under performance constraints, said out loud Having played the game and knowing the studio, which the recruiter names as the minimum preparation Speaking about former employers without bitterness; the recruiter names it as a fail A portfolio or public code that shows what you can build
What questions does EA DICE ask in interviews?
The assignment interview is the questions; the themes below are what the rest of the loop reportedly covers. Why DICE, and what do you think of the current Battlefield? Walk me through your assignment. Why this structure, and what would you change with more time? Tell me about a feature you owned end to end and shipped under deadline pressure. Describe a conflict on a team about a technical approach and how it ended. What is the worst performance problem you have fixed, and how did you find it? The home assignment C++ in depth Game-systems design Rendering and networking Engine work
How do I prepare for an EA DICE interview?
Treat the home assignment as twenty hours of your best code. Readable names, small functions, the performance constraint met and measured, and a short note on what you would do next. Three senior developers will read it; write it for them. Prepare to be questioned until you fail. For every decision in the assignment, know the alternative you rejected and why; when the questions pass what you know, say so plainly. That edge is how they place your level, not a mark against you. Drill the C++ they ask about: ownership and RAII, move semantics, virtual dispatch cost, cache-friendly data layout. Engine and gameplay rounds are built on it. Be able to trace a frame and explain client-side prediction. Rendering and networking are the DICE domain rounds, and a shooter's feel depends on both. Play the current Battlefield, and put your code where they can see it. The studio's recruiter has said both, in those words.
- 01Glassdoor, DICE Sweden software engineer interview experiencescandidate accounts of the home assignment of about twenty hours over a week, a small C++ project with performance constraints, the technical interview with three senior developers questioning every decision until you fail, the HR video call and the meeting with the team lead and future manager
- 02Glassdoor, DICE Sweden interview experiencesthe 72.7 percent positive rating, 2.95 out of 5 difficulty, and the 54-day average across reported interviews
- 03techinterview, Electronic Arts interview guide (2026)EA's engineering loop of a 60 to 90 minute phone screen and a four to six round onsite with two coding rounds, game-systems design, a domain round and behavioural; the C++ topics; the DICE-specific rendering, networking and client-side prediction themes; four to seven weeks
- 04MCV/Develop, recruiter hot seat: EA DICEDICE's head of recruitment on putting your code or portfolio online, arriving prepared and having played the game, not speaking badly of former employers, and relocating international hires through the same test and interview process
- 05Levels.fyi, Electronic Arts software engineer pay in Greater Stockholmthe SEK 831K median package and the SE 2, SE 3 and Senior SE 2 medians with base, stock and bonus
- 06Wikipedia, DICEthe studio's history, Battlefield, and the Frostbite engine
Interview processes change. This reflects widely-reported and sourced conditions as of 2026 — confirm specifics with your recruiter, and treat it as a map rather than a guarantee.
Prep for a real EA DICE role
Practise your EA DICE interview, out loud.
Paste a real EA DICE posting and Calibrd predicts the questions for that role and level, benchmarks the pay, and flags the gaps an interviewer will probe in your CV — then listens to your spoken answers and coaches them. Your first mock is free. Calibrd is built in Stockholm, by a hiring manager who has run engineering hiring here, so this is a loop we know from the other side of the table.
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