ISTQB CT-GaMe study plan
ISTQB CT-GaMe · Give each week a clear focus.
8 weeks · About 6 hours per week
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
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
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
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
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
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
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
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