ISTQB CT-GaMe study materials
ISTQB CT-GaMe study resources

ISTQB CT-GaMe cheat sheet

ISTQB CT-GaMe · Keep the key ideas within reach.

Quick reference

Basic Concepts of Video and Game Testing

  • Game testing covers functionality, plus non-functional game-specific areas: playability, balance, graphics, sound, localization, and platform compliance.

  • A game is a real-time interactive system: state changes every frame, so defects depend on timing, frame rate, input sequence, and hardware - not only on fixed inputs.

  • Deterministic vs non-deterministic behavior: physics, RNG, and network latency make exact-output comparison unreliable; use invariants, ranges, and seeded RNG instead.

  • Playability (fun, engagement, difficulty curve) is subjective and validated by playtesting with target players, not by pass/fail test cases.

  • Game balance means no dominant strategy and a fair difficulty curve; it is verified by analyzing win rates, resource economies, and progression data.

  • Platform certification (console/PC/mobile store requirements) is a distinct test level with mandatory checks: save data, user accounts, suspend/resume, controller disconnect, network loss.

  • Test levels map to game structure: unit (mechanics/formulas), integration (systems interacting), system (full build on target hardware), acceptance (publisher/platform).

  • Exploratory and session-based testing dominate because scripted cases cannot cover the combinatorial state space of a live game world.

Quick reference

Determining Risks and Goals for Gaming Software

  • Risk = probability of occurrence × impact; game risks are ranked by player-facing severity (crash, data loss, progression block) and by exposure (player count, session length).

  • Highest-severity game risks: save corruption, monetization/payment errors, progression-blocking bugs, online desync, and certification failures that block release.

  • Product risk analysis uses likelihood × impact; project risk covers schedule, hardware availability, third-party SDKs, and asset delivery delays.

  • Test goals derive from the risk list: each high risk needs a mitigation activity (test, review, telemetry monitoring, or playtest).

  • Risk-based test prioritization: cover core loop and monetization first, then progression, then cosmetic and edge content.

  • Use player telemetry and crash reports from earlier builds or betas as empirical input to risk probability estimates.

  • Goals must be measurable: e.g., 'no crash in 8-hour soak', 'frame rate ≥ target on minimum spec', 'zero blocker bugs at cert submission'.

  • Legal/regulatory risks (age ratings, loot box disclosure, privacy/GDPR, accessibility) belong in the risk register with compliance evidence as exit criteria.

Quick reference

Conceptually Designing, Implementing and Executing Game Software Tests

  • Test design starts from the game state model: identify states, transitions, and inputs, then derive coverage of paths, boundaries, and invalid transitions.

  • Boundary value analysis applies to numeric game data: health, ammo, currency, inventory slots, level caps, and stack sizes (test min−1, min, max, max+1).

  • Combinatorial testing (pairwise/orthogonal arrays) reduces the input space of character, weapon, map, and difficulty combinations to a tractable set.

  • State transition testing fits menus, matchmaking, save/load, and quest progression; cover all valid transitions plus illegal ones.

  • Test implementation uses automation for regression (unit tests of formulas, API tests, replay scripts) and manual/exploratory for feel, graphics, and audio.

  • Automated game testing commonly uses scripted bots, input replay, and telemetry assertions; image/audio comparison is used for visual and sound regression.

  • Execution needs a test environment matrix: minimum and recommended hardware, OS versions, GPU drivers, console devkits, and network conditions (latency, packet loss).

  • Soak and stress tests (long sessions, memory leaks, repeated save/load) expose defects invisible in short scripted runs.

  • Defect reports for games must include build/version, hardware, reproduction steps, frequency, and evidence (video, log, crash dump, seed value).

Quick reference

Approaches to Games Testing: Mechanics, Sound, Graphics, Localization

  • Game mechanics testing verifies rules and formulas: damage calculation, cooldowns, collision, AI behavior, economy and drop rates; verify with boundary and equivalence data.

  • Physics and collision testing needs edge cases: high speed/tunneling, overlapping colliders, slopes, and frame-rate-dependent movement.

  • Sound testing covers asset presence and correct triggering (footsteps, UI, music transitions), mixing/volume levels, looping and cut-off, 3D positional audio, and missing/placeholder assets.

  • Graphics testing covers rendering correctness, frame rate targets, resolution and aspect ratio scaling, texture/LOD loading, shader compilation, and visual regressions versus reference screenshots.

  • Performance testing for graphics measures FPS, frame time, GPU/CPU load, memory, and load times on minimum and recommended specs; check for stutter and hitches.

  • Localization testing checks translation completeness, text overflow/truncation in UI, font and glyph support (CJK, Cyrillic, RTL), string concatenation, and culture-specific content (dates, currency, symbols, age ratings).

  • Localization also covers audio (voice-over sync, subtitles), text expansion (German/Russian longer than English), and hard-coded strings.

  • Games testing tools: test management and defect tracking (Jira, TestRail), automation frameworks and input replay, performance profilers (PIX, RenderDoc, platform GPU profilers), audio validation, screenshot-diff tools, and telemetry/crash reporting (Sentry, platform crash systems).

  • Tool selection follows the risk and test level: profilers for performance risk, screenshot diff for visual regression, bots for load/soak, telemetry for live risk monitoring.

Quick reference

Approaches to Games Testing: Mechanics, Sound, Graphics, Localization (Tool Recognition)

  • Classify a tool by the artifact it inspects: frame captures → graphics; waveform/output → audio; input sequences → mechanics; string tables → localization.

  • Graphics capture tools (RenderDoc, PIX, platform GPU debuggers) reveal draw calls, shaders, and GPU timings; they diagnose rendering defects, not gameplay logic.

  • Screenshot/image-diff tools detect unintended visual changes across builds; they require tolerance thresholds because rendering is not bit-identical.

  • Audio tools validate asset format, loudness (LUFS), channel mapping, and event triggering; automated checks catch missing or silent assets.

  • Input-replay and bot frameworks reproduce mechanics defects deterministically when RNG is seeded; without seeding, replay is unreliable.

  • Localization QA tools compare string tables across languages, flag missing keys, and pseudo-localization exposes truncation before real translations exist.

  • Performance profilers report frame time, CPU/GPU breakdown, and memory; soak/load tools generate sustained sessions to expose leaks.

  • Crash/telemetry systems aggregate defects from live players and prioritize risk; they complement, not replace, pre-release testing.

Quick reference

Approaches to Games Testing: Mechanics, Sound, Graphics and Localization

  • Mechanics: verify damage/armor formulas, cooldowns, resource regeneration, drop tables, and XP curves using boundary values and seeded random sampling.

  • Mechanics: test collision and physics under extreme velocity, low frame rates, slopes, and overlapping colliders to catch tunneling and clipping.

  • Sound: check every sound event fires once, at the right time, with the right asset; verify loops, fades, ducking, and music state transitions.

  • Sound: measure loudness consistency (e.g., LUFS targets) and verify 3D attenuation/panning and platform audio device changes.

  • Graphics: test resolution scaling, aspect ratios (16:9, 21:9, 4:3), UI safe areas, HDR, and quality presets on minimum and recommended hardware.

  • Graphics: visual regression compares screenshots against baselines with tolerance; frame-rate and frame-time stability (1% low, stutter) are separate checks.

  • Localization: pseudo-localization (accented, expanded strings) finds truncation and hard-coded text before translation; verify font glyph coverage for CJK and RTL.

  • Localization: verify text expansion, subtitle timing, voice-over sync, number/date/currency formats, and region-specific content and rating symbols.

Quick reference

Designing, Implementing and Executing Game Software Tests

  • Derive test cases from the design's state machine and rules; each rule yields equivalence classes and boundary values (e.g., health 0, 1, max, max+1).

  • Pairwise/combinatorial design covers interactions among character, weapon, map, and difficulty without full cartesian explosion.

  • Test oracle choice: exact expected value for deterministic formulas; invariants (health never negative, currency never negative) for complex simulations.

  • Automation layers: unit tests for formulas, API/service tests for backend and matchmaking, replay bots for regression, manual exploratory for feel and fun.

  • Environment matrix must include minimum spec, recommended spec, each target platform, GPU driver versions, and degraded network (latency, jitter, loss).

  • Soak testing (multi-hour sessions, repeated map loads, save/load cycles) targets memory leaks, handle leaks, and save-file corruption.

  • Entry/exit criteria are risk-based: e.g., no open blockers, crash-free session rate above threshold, all cert checks passed.

  • Defect triage for games ranks by severity (crash/data loss/blocker > major > minor > cosmetic) and by reproducibility and player exposure.

Quick reference

Basic Concepts of Video and Game Testing

  • Functional game testing checks rules, progression, UI, save/load, and multiplayer behavior against the design specification.

  • Non-functional game testing covers performance (FPS, load time), compatibility (hardware, OS, drivers), usability/playability, security, and accessibility.

  • Games are stateful and real-time: test cases must specify build, hardware, input timing, and network conditions to be reproducible.

  • Randomness must be controlled for testing: seeded RNG makes loot, AI, and procedural generation reproducible.

  • Playtesting answers 'is it fun/understandable'; QA testing answers 'does it work as specified'; they use different methods and metrics.

  • Balance testing uses data (win rates, time-to-kill, economy inflow/outflow) rather than opinion alone.

  • Certification/compliance testing (TRC/TCR/Lotcheck equivalents) is mandatory and has fixed pass/fail criteria per platform.

  • Localization, graphics, and audio are first-class test areas in games, not afterthoughts, because they are player-facing and platform-checked.