It sure is. I could also be questionied on:
- CPU/GPU architecture
- graphics/shader programming ( I do enjoy graphics programming, but I have been asked these questions despite not applying for graphics roles)
- GPGPU
- traditional software engineering (programming patterns, architecture)
- netcode (I never applied to a network engineering position. I in fact actively avoid that part of the stack)
- general industry questions (what kinds of bugs can appear on shipping build that may not appear on debug builds?)
- a myriad of gameplay programming paradigms
- coding tests in Unity, despite applying for an unreal engine position (this has in fact happened twice now. I know Unity, but come on: can you imagine getting a javascript test for a c++ position?).
I've been asked all of these in some capacity over the years. At what point is it on me for not being some sort of omni net/graphics/engine gamedev that can answer any question on the fly, and not on the company for being paranoid about professionals studying for the skills they are clearly seeking? If someone can "study for your interview", why wouldn't you want that person? That's what they do on the job after all.
> I’d really only want to get into game dev early in my career or as an independent creator.
I'm already 8 years in, so a bit late for that. My plan is eventually to go indie, but I need a bit more time in my career before making that jump.
Despite the common advice c. 2022, getting a boring cushy tech job right now isn't very viable, so may as well stick to what I'm actually getting interviews for.