I brought my laptop along which was handy, since I could show the two guys my code in action, and show them the code in Visual Studio. We concentrated on DruinkBomber (in my showcase), since it was the first project I showed them (I was just going to go through it in roughly alphabetical order). I was asked a few questions about my coding style, such as why I use #defines more often than enums (My answer: "Because #defines define one token, enums define several, and if you're passing enums over a DLL boundary, things get messy), and why I use m_ ang g_ prefixes and suchlike.
They also asked about the general structure of my code, such as how I "plugged in" my sound manager, so I pointed out how it's pretty much standalone and the sound manager is a singleton. They seemed interested in how modular my code was, perhaps because they reuse a lot of base code and engine code.
They pointed out that my CV is missing a few things; I don't mention that I've used zlib, bz2, A* and the STL for instance. I'll update my CV in a moment to reflect that.
I was also asked about gameplay features, such as in a game that I've played, where is the divide between AI scripting and complete AI control? I said that the scripting gives a more general overview, for example telling a group of enemies to walk along a patrol path, but it doesn't tell them to duck and run for cover if they're being attacked.
Things that went "wrong" (Well, not perfectly):
And that's about it. They said they have a few others to interview (obviously), and they'll let me know as soon as possible. On my CV, I have a notice period of 1 month and they asked if the 1 month could vary (I presume they need people soon). I haven't signed a contract yet at PC World (Which is illegal), so I could technically just walk out.
Anyway, time to go and do some more work to my MMORPG, then I'm off out to get muntered.