We actually don't ask a whole lot of technical questions in our interviews. I used to have a problem with this, and would try to inject technical minutiae into my portions of the interview, but I've since come to see the value in the way our more experienced interviewers ran things.
You can't get to know a person in an hour, but you can get to know a good portion of their skill range, enthusiasm, and personality in an hour by asking the right kinds of questions. For instance, asking if someone can solve some linked-list problem will tell you exactly whether they can solve that linked-list problem or not. They could be an idiot who managed to memorize a few bits of CS100 or they could be a 20-year veteran who just hasn't dealt much with linked lists in a long time.
On the other hand, if you ask a person what in game technology excites them, you can learn all kinds of things. If they give a vague or empty answer, they're either nervous (and need a bit more gentle prodding to open up) or just mediocre. If they go on about <insert cool tech here>, you know that they're passionate about games tech, study things beyond the immediate bug/feature they've worked on, and have a good understanding of all the related fields to the topic they're talking about. If someone can tell you details about how real-time soft-body deformation works, you can safely skip asking the basic linear algebra questions at the very least.
If they pick a topic you're familiar with, you can quiz on details. If they pick a topic you aren't familiar with, see if they understand it well enough to teach you about the topic.
Ask for their stories and experiences and interests. You learn a lot about what they know, how they learned it, why they learned it, what motivates them, what they're passionate about, how they solve hard problems, what kind of team dynamic they're comfortable in, and their surface personality.
Asking how to find a linked-list loop or whatnot doesn't tell you any of that even in the best of cases. It just tells you if they can solve the linked-list loop problem. That's a giant waste of everyone's time, especially if you only have an hour.
Every candidate I've interviewed who didn't thrive when lightly prodded to tell stories like the above also failed pretty miserably when I gave up and fell back on technical questions or vernacular quizzing. The intersection of competent engineers with engineers who have nothing interesting to talk about turns out to be really small, especially in an industry like games which is fueled by enthusiasm and passion for the product.