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

ISTQB CT-GaMe study plan

ISTQB CT-GaMe · Give each week a clear focus.

8 weeks · About 6 hours per week

Week 1

Basic concepts of video and game testing

  • Define the scope of game testing by distinguishing functional, non-functional and platform certification testing with two original examples each

  • Explain how game architecture (engine, render loop, physics, asset pipeline) shapes testability and where defects typically originate

  • Compare video game testing with classic business-IT testing on release cadence, build volatility and patch economics

  • Identify test levels and test types applicable to games and map them to a sample project's backlog items

Your checkpoint

A one-page glossary plus a domain-1 mind map covering at least 15 terms, each with a self-written example

Week 2

Basic concepts of video and game testing & Determining risks and goals for gaming software

  • Classify game quality characteristics (performance, usability, fun/playability, compatibility, security) and state how each is verified

  • Derive risk items from a game concept by applying likelihood and impact scoring

  • Write risk-based test objectives that tie each risk to an observable exit condition

  • Distinguish product risk from project risk in a game production context

Your checkpoint

A risk register with at least 12 scored risks and one test objective per top-5 risk

Week 3

Determining risks and goals for gaming software

  • Select test approaches (exploratory, scenario, model-based, combinatorial, crowd) that fit specific game risks and justify each choice

  • Estimate test effort for a game milestone using a documented, repeatable technique

  • Define measurable entry and exit criteria for a playtest cycle

  • Translate platform certification requirements into prioritised test conditions

Your checkpoint

A test strategy outline for a fictional title, including scope, risk table, approach rationale and entry/exit criteria

Week 4

Determining risks and goals for gaming software & Conceptually designing, implementing and executing game software tests

  • Design test cases from a game design document using equivalence partitioning and boundary value analysis on player stats and economy values

  • Build a state-transition model for a menu/save-load flow and derive coverage-based test cases

  • Apply decision tables to combat or loot rules with interacting conditions

  • Trace each designed test case back to a risk or requirement identifier

Your checkpoint

A traceable test-case suite of at least 30 cases with design technique noted per case, plus a coverage summary

Week 5

Conceptually designing, implementing and executing game software tests

  • Implement a test environment checklist covering hardware tiers, OS versions, storefront builds and network conditions

  • Write reproducible defect reports for game-specific failures such as frame drops, desync and save corruption

  • Plan and execute a scripted regression pass after a simulated build change

  • Define test data and telemetry sources needed for verification and reporting

Your checkpoint

Five fully reproducible defect reports written against a described build, each with severity, priority and evidence list

Week 6

Approaches to games testing (Game Testing Mechanics, Sound Testing, Graphics Testing and Localization) and recognizing games testing tools

  • Design gameplay-mechanics tests for collision, hitboxes, difficulty curves and economy balance

  • Design graphics tests for frame rate, resolution scaling, texture quality and rendering artifacts

  • Design audio tests for mixing levels, spatialisation, latency and missing or looping assets

  • Design localisation tests for text expansion, font coverage, right-to-left layouts and culture-specific content

Your checkpoint

A four-section test design pack (mechanics, graphics, sound, localisation) with at least eight concrete checks per section

Week 7

Approaches to games testing (Game Testing Mechanics, Sound Testing, Graphics Testing and Localization) and recognizing games testing tools & Conceptually designing, implementing and executing game software tests

  • Evaluate categories of game testing tools (automation frameworks, performance profilers, capture/comparison tools, audio analysers, localisation checkers) against stated selection criteria

  • Match each identified risk to a candidate tool or a justified manual alternative

  • Assess automation feasibility for a game feature and state what should remain manual

  • Execute a small exploratory session with a documented charter and timebox

Your checkpoint

A tool-selection matrix with at least eight tools scored against weighted criteria, plus an exploratory session report

Week 8

Basic concepts of video and game testing & Determining risks and goals for gaming software & Conceptually designing, implementing and executing game software tests & Approaches to games testing (Game Testing Mechanics, Sound Testing, Graphics Testing and Localization) and recognizing games testing tools

  • Consolidate all four domains into a single revision sheet of key concepts and technique triggers

  • Complete timed practice questions per domain and analyse every error by root cause

  • Re-derive risk-based test objectives and exit criteria for a new scenario under time pressure

  • State the exam's domain weightings and allocate remaining study time accordingly

Your checkpoint

A timed mock run of at least 40 questions with a written error analysis and a final 3-day revision checklist

Milestones

Week 2: You can explain, without notes, how game architecture influences testability and can score a risk on likelihood and impact with a stated rationale

Week 4: You produce a traceable test suite from a design document in under three hours, correctly naming the technique used for each case

Week 6: You can list at least six checks for each of mechanics, graphics, sound and localisation, and justify why each check matters

Week 7: You can defend a tool-versus-manual decision for three different game test problems in two sentences each

Week 8: Mock score is at or above 65 percent overall with no domain below 50 percent, and every missed question has a written root cause