ISTQB CT-GaMe flashcards
ISTQB CT-GaMe · Build recall with a focused review session.
32 cards. Read the term and the definition here. The deck at the top of this page is optional.
- Playability testing
- Evaluation of whether players can understand, control, and enjoy the game: onboarding clarity, control responsiveness, feedback, and difficulty curve. Performed via playtesting with representative target players and observed metrics.
- Game balance
- Property that no single strategy, item, or character dominates and that difficulty progresses fairly. Verified by analyzing win rates, time-to-kill, and economy inflow versus outflow data.
- Seeded RNG testing
- Technique of fixing the random number generator seed so loot drops, AI choices, and procedural content become reproducible. Enables deterministic replay and reliable defect reproduction.
- Platform certification
- Mandatory compliance test level enforcing console or store requirements such as save handling, account switching, suspend/resume, controller disconnect, and network loss. Failure blocks release regardless of gameplay quality.
- Real-time state dependency
- Game behavior depends on frame timing, input order, and latency, so identical inputs can yield different outcomes. Test cases must record build, hardware, and timing context.
- Soak testing
- Sustained long-session execution, often many hours with repeated map loads and save cycles, to expose memory leaks, handle leaks, and progressive degradation invisible in short runs.
- Exploratory testing in games
- Simultaneous learning, test design, and execution without pre-scripted cases. Effective for open game worlds where the state space is too large for scripted coverage.
- Risk exposure
- Probability of a defect occurring multiplied by its impact. In games, impact weighs crash and data loss highest, then progression blocks, then monetization errors, then cosmetic issues.
- Product risk
- Risk inherent to the software itself, such as crash-prone systems, complex physics, or unstable networking. Assessed by likelihood times impact and mitigated by targeted testing.
- Project risk
- Risk to the delivery process: schedule slips, missing devkits, late third-party SDKs, asset delays, or team skill gaps. Managed by planning and contingency rather than by testing the build.
- Risk-based prioritization
- Ordering test effort by risk score so core loop, monetization, and save systems are tested first. Low-risk cosmetic content is tested later or sampled.
- Measurable test goal
- An exit criterion stated as a verifiable threshold, such as zero blocker defects, crash-free session rate above a target, or frame rate meeting minimum spec.
- Telemetry-driven risk
- Using crash reports, player analytics, and beta data as empirical evidence to estimate defect probability and prioritize areas for the next test cycle.
- Compliance risk
- Risk of failing legal or platform requirements: age ratings, loot box disclosure, privacy rules, and accessibility mandates. Mitigated by checklist evidence before submission.
- Boundary value analysis
- Test design testing values at and just outside limits. In games: zero health, one ammo, maximum inventory slots, level cap, and stack size plus one.
- State transition testing
- Deriving tests from states and allowed transitions, covering valid paths plus illegal transitions. Applied to menus, matchmaking, quest progression, and save/load flows.
- Pairwise combinatorial testing
- Reducing combinations so every pair of parameter values appears at least once. Efficient for character, weapon, map, and difficulty interactions where full cartesian coverage is impossible.
- Test oracle
- The mechanism deciding pass or fail. For deterministic formulas use exact expected values; for complex simulations use invariants such as health never negative.
- Input replay automation
- Recording player inputs and replaying them to reproduce defects or run regression. Reliable only when randomness is seeded and timing is controlled.
- Environment matrix
- The set of hardware, OS, GPU driver, platform, and network conditions tests run against. Must include minimum and recommended specs and degraded network profiles.
- Defect severity in games
- Classification by player impact: crash, data loss, or progression block are highest; then major functional errors; then minor; then cosmetic. Drives triage order.
- Mechanics testing
- Verification of game rules and formulas: damage calculation, cooldowns, resource regeneration, drop tables, and XP curves, using boundary values and controlled randomness.
- Collision edge cases
- Physics tests for tunneling at high velocity, overlapping colliders, slopes, and frame-rate-dependent movement. These expose clipping and pass-through defects missed by normal play.
- Sound event triggering
- Verifying each audio event fires exactly once at the correct moment with the correct asset, including loops, fades, ducking, and music state changes.
- Loudness consistency
- Checking that audio levels match targets, often measured in LUFS, across music, effects, and voice. Prevents jarring volume jumps and inaudible cues.
- Visual regression testing
- Comparing rendered screenshots against approved baselines with tolerance thresholds. Detects unintended graphics changes such as missing textures, shader errors, or UI shifts.
- Frame time stability
- Measurement of consistent frame delivery, including low-percentile frame times and stutter, not just average FPS. Unstable frame time harms perceived smoothness.
- Pseudo-localization
- Replacing strings with accented, expanded placeholders to reveal truncation, hard-coded text, and font issues before real translations are available.
- Text expansion risk
- Translations such as German or Russian can be much longer than English, causing UI overflow. Test with expanded strings and constrained layouts.
- Font glyph coverage
- Verification that fonts include all required characters for CJK, Cyrillic, and RTL scripts. Missing glyphs render as boxes and are a common localization defect.
- GPU frame capture tool
- Tool such as RenderDoc or PIX that records draw calls, shaders, and GPU timings for a frame. Used to diagnose rendering defects, not gameplay logic.
- Crash telemetry system
- Live-player crash and analytics reporting that aggregates defects by frequency and hardware. Complements pre-release testing by revealing field risks after launch.