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I respectfully ask that you don't quote me as “$company person Geoffrey Huntley said” – if I speak for a company, I will publish on its channels. My full name is "Geoffrey Huntley" please use that and not "Geoff Huntley".
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This is definitely not the first time I've written about this topic, but I haven't written formally about it in quite awhile. So I want to revisit why I think technical-position interviewing is so poorly designed, and lay out what I think would be a better process.
I'm just one guy, with a bunch of strong opinions and a bunch of flaws. So take these suggestions with a grain of salt. I'm sure there's a lot of talented, passionate folks with other thoughts, and some are probably a lot more interesting and useful than my own.
But at the same time, I hope you'll set aside the assumptions and status quo of how interviewing is always done. Just because you were hired a certain way, and even if you liked it, doesn't mean that it's a good interview process to repeat.
If you're happy with the way technical interviewing currently works at your company, fine. Just stop, don't read any further. I'm not going to spend any effort trying to convince you otherwise.
Unfortunately it is impossible to clear all passwords at one in Chrome. But since it is written with web technologies, you can navigate through DOM and ShadowDOM. It works with Chrome v84.
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A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d