ISTQB CT-GaMe study materials
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ISTQB CT-GaMe: Approaches to games testing (mechanics, sound, graphics, localisation) and recognising tools

ISTQB CT-GaMe · Work through your exam, one topic at a time.

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Approaches to games testing (mechanics, sound, graphics, localisation) and recognising tools

What this domain tests

Four specialist approaches - game mechanics, sound, graphics and localisation - plus your ability to pick tools for each.

Game mechanics

Verify rules, physics and collision, AI behaviour, controls and input latency, progression, difficulty curves and economy balance. Use state transition and combinatorial techniques, simulation, soak testing and telemetry analysis.

Sound

Check effects, music, dialogue, mixing levels, spatial/3D audio, lip and subtitle sync, streaming and compression, mute and volume persistence across sessions, and behaviour when audio devices are swapped mid-game.

Graphics

Check rendering correctness, textures, models, LOD and shaders; frame rate and frame-time consistency; resolution and upscaling; UI across aspect ratios and safe areas; visual regressions and GPU-specific artefacts.

Localisation

Beyond translation: text expansion and truncation, font and glyph coverage (CJK, Cyrillic, right-to-left), placeholder and concatenation handling, subtitles, voice-over, cultural suitability, and region-specific legal and age-rating content.

Tools

Test management and defect tracking (Jira/Xray, TestRail); automation (Unity Test Framework, Unreal Automation, Appium); performance and frame capture (RenderDoc, PIX, platform profilers); device farms; network-condition simulators; screen capture (OBS).

Worked example

A German and Japanese release. German strings run roughly 30% longer and truncate menus; Japanese needs CJK glyphs. Reasoning: run pseudo-localisation early to expose text expansion and font fallback problems inside the UI framework, fix layout and font atlases, then run linguistic QA on the real translations.

Traps that cost marks

  • Treating localisation as translation only.
  • Checking average FPS but ignoring frame-time spikes.
  • Testing audio on a single output configuration.
  • Assuming an automation pass proves the game is fun or correct.