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Walmart SDE-3 Interview Experience (1.10 YOE | DSA + LLD + HLD)

Experience
1.1 years
Posted
2 Mar 2026
469 reads

Summary

I recently attended the Walmart SDE-3 interview process with 1 year 10 months of experience. The process included rounds on DSA, LLD, and HLD, but I was ultimately rejected due to over-engineering in the HLD round.

How it went

Walmart SDE-3 Interview Experience (1.10 YOE | DSA + LLD + HLD)

Hi everyone,

I recently attended the Walmart SDE-3 interview process. I currently have 1 year 10 months of experience at a fintech startup.

Here’s a detailed breakdown of the rounds:


🔹 Round 1 – DSA (Graphs)

Question 1: Number of Islands
Follow-up: Modify the solution to count unique island shapes

Focus Areas:

  • DFS / BFS traversal
  • Grid traversal patterns
  • Connected components
  • Encoding island shapes (relative positioning technique)
  • Time & space complexity discussion

Difficulty: Medium → Medium-Hard (because of the follow-up)


🔹 Round 2 – LLD (Java)

Design a ThreadPoolExecutor (similar to Java’s internal implementation)

Asked to cover:

  • Class diagram
  • Relationships between classes
  • Important variables and methods
  • Internal data structures
  • Thread lifecycle management
  • Task submission and execution flow
  • Concurrency handling and synchronization
  • Rejection policies

Key Components Discussed:

  • Worker class
  • BlockingQueue for task storage
  • Runnable tasks
  • Core pool size vs Maximum pool size
  • Keep-alive time
  • Thread reuse
  • Graceful shutdown

Concepts Tested:

  • Java concurrency
  • Object-oriented design
  • SOLID principles & Design patterns explanation with examples
  • Race conditions & synchronization strategies

This round was deep and required strong understanding of internal working, not just surface-level usage.


🔹 Round 3 – HLD

Design an Online Chess Game System

Functional Requirements:

  • Users can create and join matches
  • Real-time gameplay
  • Ranking system for each user
  • Leaderboard updates in near real-time
  • Two types of ranking:
    • Global Rank
    • Local Rank

High-Level Design Discussion:

  • WebSockets for real-time move updates
  • Matchmaking service
  • Game service to maintain board state
  • Persistent storage for matches and user stats
  • Ranking calculation (ELO-based approach)
  • Leaderboard service (Redis Sorted Sets for fast rank computation)
  • Scalability considerations
  • Handling concurrent games
  • Low-latency updates

Concepts Tested:

  • Distributed systems
  • Real-time architecture
  • Caching strategies
  • Horizontal scalability
  • Consistency vs availability trade-offs

3rd went pretty well until last 10 mins, in last 10 mins I over engineered and made design complex for scaling - so as expected I got negative feedback for this round and got rejected.

Overall Experience

The process was very well-rounded and tested:

  • ✅ Strong DSA fundamentals
  • ✅ Deep concurrency & LLD knowledge
  • ✅ Real-time system design and scalability thinking

It was a great learning experience.

Questions asked (3)

  1. 01

    Number of Islands with Unique Shapes Follow-up

    Data Structures & Algorithms · Medium-Hard

    Question 1: Number of Islands
    Follow-up: Modify the solution to count unique island shapes

    Focus Areas:

    • DFS / BFS traversal
    • Grid traversal patterns
    • Connected components
    • Encoding island shapes (relative positioning technique)
    • Time & space complexity discussion
  2. 02

    Design a ThreadPoolExecutor

    System Design

    Design a ThreadPoolExecutor (similar to Java’s internal implementation)

    Asked to cover:

    • Class diagram
    • Relationships between classes
    • Important variables and methods
    • Internal data structures
    • Thread lifecycle management
    • Task submission and execution flow
    • Concurrency handling and synchronization
    • Rejection policies

    Key Components Discussed:

    • Worker class
    • BlockingQueue for task storage
    • Runnable tasks
    • Core pool size vs Maximum pool size
    • Keep-alive time
    • Thread reuse
    • Graceful shutdown

    Concepts Tested:

    • Java concurrency
    • Object-oriented design
    • SOLID principles & Design patterns explanation with examples
    • Race conditions & synchronization strategies

    This round was deep and required strong understanding of internal working, not just surface-level usage.

  3. 03

    Design an Online Chess Game System

    System Design

    Design an Online Chess Game System

    Functional Requirements:

    • Users can create and join matches
    • Real-time gameplay
    • Ranking system for each user
    • Leaderboard updates in near real-time
    • Two types of ranking:
      • Global Rank
      • Local Rank

    High-Level Design Discussion:

    • WebSockets for real-time move updates
    • Matchmaking service
    • Game service to maintain board state
    • Persistent storage for matches and user stats
    • Ranking calculation (ELO-based approach)
    • Leaderboard service (Redis Sorted Sets for fast rank computation)
    • Scalability considerations
    • Handling concurrent games
    • Low-latency updates

    Concepts Tested:

    • Distributed systems
    • Real-time architecture
    • Caching strategies
    • Horizontal scalability
    • Consistency vs availability trade-offs

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