So from what I know is that it really depends on the kind of position (junior? or intermediate?), for a smaller games company (there are quite a lot out there, even some that made some recognizable games), it is often enough to have an interesting portfolio and instead of asking you arbitrary technical questions that often times give little insight in your ability to make stuff work, they give you a certain task, like program a simple game in a quite short amount of time. can’t say much about big companies, but I would be surprised if the above mentioned questions are aimed towards a junior level position, but on the other side, big companies get many applications and often times don’t even offer junior positions, since it doesn’t pay out.
Also note that the bigger the studio is the more likely it is that they almost only hire “specialist”. So you might want to specialize in AI, 3D programming, physics, vehicles, sound etc. etc. etc.
There is also a trend that in the big big studios they are hiring less or no gameplay programmers, but instead use technical gamedesigners, to implement the core game logic, while the programming department is responsible for technology expansion, optimization and tool development. Therefore, if you actually want to develop the game and in the best case, develop many different parts of it, the big tripple A studios might not be the ones you want to apply to. In a studio with several hundreds employees, it might very well be the case that you are in a feature team that is only responsible, for - lets say - hovercraft behavior and will see very little of the complete project since you are only woring on fractions of it. I just want to throw that in as a side note.
Oh and btw, my source for these infos are that I am working in the industry - just not as a programmer YET!! But therefore I have some people who I contacted, since I want to grab a programmer job myself