KDU CGT flashcards
KDU CGT ยท 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.
- Verification vs validation
- Verification checks that the product is built according to specification (reviews, static analysis). Validation checks that the product meets user needs and intended use (playtesting, acceptance testing).
- Entry and exit criteria
- Entry criteria are conditions required before testing starts, such as a compilable build and passing smoke test. Exit criteria are conditions to stop testing, such as all planned cases run and no open blockers.
- Vertical slice
- A small end-to-end playable segment that includes all major systems and production quality. It validates fun, performance, and pipeline before full production and should be tested across all included systems.
- Regression testing trigger
- Any code or content change can introduce regressions. Changes to shared systems such as input, save format, or network protocol require wider regression scope than isolated UI changes.
- Boundary value analysis
- Test values at and just outside the edges of input ranges: minimum-1, minimum, minimum+1, maximum-1, maximum, maximum+1. For an inventory cap of 99, test 98, 99, and 100.
- Equivalence partitioning
- Divide inputs into classes expected to behave identically and test one representative value per class. For health, classes might be 0, 1โ99, and 100, with boundaries tested separately.
- State transition coverage
- Model game states and events, then design tests to visit every state and traverse every valid transition. Also test invalid transitions to confirm they are rejected or handled safely.
- Pairwise testing
- A combinatorial technique that generates a test set covering every pair of parameter values at least once. It greatly reduces the Cartesian product while catching most interaction defects.
- Test case anatomy
- A complete test case includes a unique ID, title, preconditions, steps, test data, expected result, actual result, priority, and traceability link to a requirement or user story.
- Exploratory testing charter
- A time-boxed, goal-directed testing session with a written charter and session notes. It complements scripted cases and is effective for emergent gameplay and usability defects.
- Hitbox and hurtbox
- A hitbox is the region that deals damage; a hurtbox is the region that receives damage. Combat testing verifies their alignment with animation and that hits register only when intended.
- Damage formula verification
- Confirm that final damage equals base plus scaling minus mitigation, with critical multipliers and damage-over-time ticks applied correctly. Test minimum, maximum, and immunity-frame cases.
- Save data migration
- When save format changes between versions, test that old saves load correctly, are upgraded without data loss, and that newer-version saves are rejected with a clear message.
- Economy duplication exploit
- A defect where a player gains currency or items without paying, often by reconnecting or interrupting a transaction. Test by disconnecting mid-purchase and verifying server-side reconciliation.
- Frame time budget
- At 60 frames per second each frame has 16.67 milliseconds; at 30 FPS, 33.33 milliseconds. Exceeding the budget on any thread causes visible hitching or stutter.
- 1% low FPS
- The average frame rate of the slowest 1% of frames during a session. It reveals stutter that average FPS hides and is a key performance acceptance metric.
- Soak testing
- Running a long session, often 8 to 24 hours, to detect memory leaks, handle leaks, and thermal throttling. Compare memory use at start, midpoint, and end.
- Compatibility matrix
- A prioritized grid of hardware and software combinations to test, including OS versions, GPUs, CPUs, RAM, resolutions, and input devices. Prioritize by market share and support policy.
- Text expansion in localization
- Translated text can be 30% or more longer than English, causing overflow in UI. Test with German and Finnish, check right-to-left layouts, and verify font glyph coverage.
- Accessibility testing checks
- Verify remappable controls, subtitle size and background options, colorblind modes, screen reader support, motion reduction, and hold-to-toggle alternatives for all actions.
- Certification gate
- A pass/fail review against platform requirements before release. Failure can delay launch and incur resubmission fees, so test current published requirements for each platform.
- Suspend and resume compliance
- Platforms require games to handle suspend and resume without data loss or corruption. Test mid-cutscene, mid-transaction, and during network activity, then verify state restores correctly.
- Storage full behavior
- When storage is full or removed, the game must not lose save data silently. It should show a clear error and allow recovery. Test with corrupted and newer-version saves too.
- Achievement unlock verification
- Test that each achievement unlocks under its stated condition, in the correct order, and is not unobtainable. Verify on a clean profile and an existing profile with prior progress.
- Server authority
- The server validates and owns critical state such as position, ammo, and currency. Test by modifying client values and confirming the server rejects or corrects them to prevent cheating.
- Latency and jitter simulation
- Introduce artificial round-trip delays such as 50, 100, 200, and 400 milliseconds plus jitter. Verify client prediction, server reconciliation, and interpolation keep movement acceptable.
- Host migration
- When the host leaves a peer-to-peer session, another player must take over without losing game state. Test migration during combat, loading, and transactions, and verify no ghost sessions remain.
- Matchmaking bucket test
- Verify that players are grouped by skill, region, and latency within policy. Test party sizes, backfill, cancel during search, and timeout behavior to avoid cross-region matches beyond policy.
- Severity versus priority
- Severity measures impact on the game, such as a crash or data loss. Priority measures urgency to fix. They are independent: a cosmetic typo on the store page can be high priority.
- Bug life cycle states
- Typical flow is New, Assigned, In Progress, Fixed, Ready for Test, Verified, Closed. Alternate paths include Reopened, Deferred, Duplicate, Not a Bug, and Cannot Reproduce.
- Defect density
- The number of defects found per unit of work, such as per feature or per thousand lines of code. It helps compare quality across modules and prioritize additional testing.
- Traceability matrix
- A table linking requirements to test cases, defects, and results. Coverage equals covered requirements divided by total requirements, and uncovered high-risk requirements must be reported.