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Question 1Game Testing Fundamentals and the Software Development Life Cycle
In the KDU CGT exam context, which document phase of the Software Development Life Cycle (SDLC) produces the Game Design Document (GDD) that testers later use to derive test cases?
- The maintenance phase
- The retirement phase
- The deployment phase
- The design phase Correct answer.
Explanation
The Game Design Document is produced during the design phase, where mechanics, systems, and intended player experience are specified. Testers use the GDD as a primary source for deriving expected behaviors and test conditions, so it must be complete before test design begins.
Question 2Game Testing Fundamentals and the Software Development Life Cycle
A QA lead is asked to explain why testing activities begin during the requirements phase rather than after the first playable build. Which justification best fits software testing fundamentals?
- Testers need early access to the final retail build
- Defects found in requirements are cheaper to fix than those found after implementation Correct answer.
- Requirements testing guarantees the game will ship on schedule
- Testing during requirements replaces the need for regression testing
Explanation
A core principle of testing fundamentals is that the cost of fixing a defect grows as it moves later in the lifecycle. Reviewing requirements early catches ambiguities and missing rules before code is written. Early testing reduces rework but does not eliminate later test stages.
Question 3Game Testing Fundamentals and the Software Development Life Cycle
During a sprint, a tester receives a build and confirms that a newly implemented combo system works as described in the design spec. Which test level does this activity primarily represent?
- System testing Correct answer.
- Component integration testing
- Unit testing
- Acceptance testing by the publisher
Explanation
System testing verifies complete, integrated features against specified requirements at the whole-product level. Confirming a combo system behaves per the design spec is system-level verification. Unit and integration levels operate on smaller code units or interfaces between components.
Question 4Game Testing Fundamentals and the Software Development Life Cycle
Which artifact most directly links a specific game requirement to the test cases that verify it and the defects that were raised against it?
- The build manifest
- The asset pipeline log
- The crash dump report
- The requirements traceability matrix Correct answer.
Explanation
A requirements traceability matrix maps requirements to test cases, test results, and defects, giving coverage visibility. Build manifests, asset logs, and crash dumps are technical records that do not establish requirement-to-test linkage.
Question 5Game Testing Fundamentals and the Software Development Life Cycle
A studio practices continuous integration with automated smoke tests on every commit. Which SDLC benefit does this practice most directly deliver for game testing?
- Reduced need for level designers during production
- Elimination of the need for manual exploratory testing
- Rapid feedback on integration defects before they compound Correct answer.
- Guaranteed frame-rate stability on all target consoles
Explanation
Continuous integration with smoke tests surfaces integration breakages quickly, so defects are caught close to the change that caused them. It accelerates feedback but does not remove exploratory testing, guarantee performance, or reduce design staffing.
Question 6Game Testing Fundamentals and the Software Development Life Cycle
Which statement best describes the role of a test plan within the SDLC for a game project?
- It stores the final gold master binary for certification
- It lists the names of every player who joined a playtest
- It defines scope, approach, resources, and schedule for testing activities Correct answer.
- It records the exact frame timings of each rendered scene
Explanation
A test plan is a planning document that specifies what will be tested, how, by whom, and when, along with risks and exit criteria. It is not a performance log, a build repository, or a participant roster.
Question 7Game Testing Fundamentals and the Software Development Life Cycle
A defect is discovered in a released title and a patch is prepared. Which SDLC phase is the patch work associated with?
- Feasibility study
- Requirements elicitation
- Maintenance Correct answer.
- Initial design
Explanation
Maintenance covers post-release changes including patches, hotfixes, and content updates. Requirements elicitation, initial design, and feasibility study occur before the game ships.
Question 8Game Testing Fundamentals and the Software Development Life Cycle
Which testing approach is most appropriate for verifying that a save-game file written by an older patch can still be loaded after a new patch is applied?
- Backward compatibility testing Correct answer.
- Localization testing
- Accessibility testing
- Load and stress testing
Explanation
Backward compatibility testing confirms that data or content created by earlier versions still works after an update. Localization, load, and accessibility testing address different quality attributes and would not validate save migration.
Question 9Game Testing Fundamentals and the Software Development Life Cycle
In a V-model interpretation of the SDLC, which test level corresponds to the requirements specification stage?
- Acceptance testing Correct answer.
- Component testing
- Static code analysis
- Unit testing
Explanation
In the V-model each development stage pairs with a verification level; requirements specification pairs with acceptance testing, which confirms the product meets user needs. Unit and component testing pair with detailed design and coding stages.
Question 10Game Testing Fundamentals and the Software Development Life Cycle
A team adopts an agile SDLC with two-week sprints. How should regression testing be scheduled to remain effective?
- Replace regression testing with a single exploratory session per sprint
- Defer all regression testing until the final certification milestone
- Run an automated regression suite each sprint plus targeted manual regression on changed areas Correct answer.
- Perform regression testing only when a producer requests it
Explanation
Agile projects need regression testing every sprint to catch reintroduced defects, with automation handling stable checks and manual effort focused on changed areas. Deferring regression or relying solely on ad hoc sessions allows defects to accumulate.
Question 11Game Testing Fundamentals and the Software Development Life Cycle
Which document typically defines the entry and exit criteria that gate the transition from alpha to beta testing?
- The test plan Correct answer.
- The monetization forecast
- The art style guide
- The audio asset list
Explanation
Entry and exit criteria for test phases are defined in the test plan, which governs when testing may begin and when a phase is considered complete. Style guides, asset lists, and forecasts do not define quality gates.
Question 12Game Testing Fundamentals and the Software Development Life Cycle
A tester reports that a quest completes only when the player talks to an NPC twice. Which classification best fits this defect?
- A localization defect
- A functional logic defect Correct answer.
- A performance defect
- A compatibility defect
Explanation
Incorrect quest completion logic is a functional defect because the implemented behavior deviates from specified game rules. Performance, localization, and compatibility defects concern speed, language, and platform environments respectively.
Question 13Game Testing Fundamentals and the Software Development Life Cycle
Which practice best supports reproducibility when a tester logs a defect in a game build?
- Describing the issue as 'it feels broken' in the title
- Attaching only a screenshot without written steps
- Recording build number, platform, steps to reproduce, and expected versus actual results Correct answer.
- Assigning the defect to the whole QA team
Explanation
Reproducibility depends on precise context: build version, hardware, ordered steps, and the difference between expected and observed behavior. Vague titles or screenshot-only reports leave developers unable to recreate the fault.
Question 14Game Testing Fundamentals and the Software Development Life Cycle
A producer asks why the QA team maintains a risk-based test prioritization for a large open-world title. Which answer is most accurate?
- It removes the need to test low-risk systems entirely
- It replaces the need for a requirements traceability matrix
- It guarantees that no critical defects will reach release
- It focuses limited test effort on high-impact areas most likely to fail Correct answer.
Explanation
Risk-based prioritization allocates finite testing resources to features with high probability or impact of failure. It does not eliminate testing of low-risk areas, guarantee defect-free release, or substitute for traceability.
Question 15Game Testing Fundamentals and the Software Development Life Cycle
During which SDLC activity would a tester review a feature specification for ambiguous acceptance criteria before any code is written?
- Static testing of requirements Correct answer.
- Post-release monitoring
- Performance profiling
- Dynamic system testing
Explanation
Reviewing specifications without executing code is static testing, applied here to requirements. Dynamic testing requires a running build, profiling measures runtime behavior, and post-release monitoring occurs after launch.
Question 16Game Testing Fundamentals and the Software Development Life Cycle
A studio uses a waterfall SDLC for a small puzzle title. What is the main testing risk of this model?
- Late discovery of defects because testing follows completed implementation Correct answer.
- Inability to produce a design document
- Excessive test automation from the first week
- Too many overlapping test phases
Explanation
Waterfall sequences phases so testing largely follows implementation, meaning defects surface late when fixes are costly. It does not inherently cause excessive automation, overlapping phases, or an inability to document design.
Question 17Game Testing Fundamentals and the Software Development Life Cycle
Which metric best indicates the proportion of planned test cases that have actually been executed for a feature?
- Mean time between failures
- Defect removal efficiency
- Code churn rate
- Test execution progress Correct answer.
Explanation
Test execution progress measures executed versus planned test cases, showing how much planned coverage has run. Defect removal efficiency, MTBF, and code churn measure different quality and stability aspects.
Question 18Game Testing Fundamentals and the Software Development Life Cycle
A tester must verify that a game correctly handles a network disconnect during an online match. Which test design technique is most directly applicable?
- Pairwise testing of controller layouts
- Equivalence partitioning of currency values
- Boundary value analysis of player level
- State transition testing Correct answer.
Explanation
Network disconnect handling is governed by connection states and transitions, so state transition testing models the valid and invalid state changes. The other techniques address data ranges or configuration combinations rather than stateful behavior.
Question 19Game Testing Fundamentals and the Software Development Life Cycle
Which item belongs in the exit criteria for a beta test phase?
- All severity-one defects resolved and open defects triaged with agreed disposition Correct answer.
- A complete list of every player account created
- A finalized marketing trailer
- The final retail price for each region
Explanation
Exit criteria define measurable conditions for ending a test phase, such as resolving blocker defects and triaging the remainder. Marketing assets, account inventories, and pricing decisions are outside test exit criteria.
Question 20Game Testing Fundamentals and the Software Development Life Cycle
A QA analyst notices that a physics bug appears only on one console model with a specific GPU driver version. Which SDLC testing concern does this illustrate?
- Configuration and environment coverage Correct answer.
- Test data privacy
- Defect removal efficiency
- Requirements volatility
Explanation
Hardware and driver variation is an environment configuration factor, so the issue highlights the need to cover representative configurations. Requirements volatility, defect removal efficiency, and data privacy describe different concerns.
Question 21Game Testing Fundamentals and the Software Development Life Cycle
Which sequence correctly orders typical SDLC phases from earliest to latest for a game project?
- Testing, requirements, design, deployment, implementation, maintenance
- Requirements, design, implementation, testing, deployment, maintenance Correct answer.
- Implementation, design, requirements, maintenance, testing, deployment
- Design, requirements, testing, implementation, maintenance, deployment
Explanation
The conventional order starts with requirements, proceeds to design and implementation, then testing, deployment, and finally maintenance. The other sequences place later activities before the prerequisites they depend on.
Question 22Game Testing Fundamentals and the Software Development Life Cycle
A team wants to confirm the game installs and launches on the minimum supported hardware. Which test type is most relevant?
- Regression testing of quest logic
- Configuration testing on minimum-spec systems Correct answer.
- Usability testing with focus groups
- Localization testing
Explanation
Configuration testing verifies behavior across supported hardware and software environments, including minimum specifications. Localization, quest regression, and usability studies address unrelated quality attributes.
Question 23Game Testing Fundamentals and the Software Development Life Cycle
A defect is logged with severity 'critical' but priority 'low'. Which interpretation is most reasonable in a game QA context?
- It breaks core functionality but affects a rare path that can be fixed after launch Correct answer.
- It has no impact on gameplay and should be closed
- It blocks all players from launching the game today
- It is cosmetic and affects every player immediately
Explanation
Severity describes impact on functionality, while priority describes urgency of the fix. A critical-severity, low-priority defect breaks something important but occurs on a rare path, so scheduling can be deferred. The other options confuse severity with priority or misstate impact.
Question 24Game Testing Fundamentals and the Software Development Life Cycle
Which activity best represents test analysis rather than test execution?
- Running the automated smoke suite on a new build
- Deriving test conditions from the design document and risk assessment Correct answer.
- Logging a crash observed during play
- Retesting a fix after a developer patch
Explanation
Test analysis identifies what needs to be tested by examining requirements, design, and risks to derive test conditions. Running suites, logging crashes, and retesting fixes are execution activities that follow analysis.
Question 25Game Testing Fundamentals and the Software Development Life Cycle
A studio must decide whether a feature is ready to enter full production. Which SDLC review most directly provides that decision point?
- A crash triage session
- A design or milestone review with defined entry criteria Correct answer.
- A post-mortem after the game ships
- A daily stand-up meeting
Explanation
Milestone or design reviews use defined entry criteria to decide whether work may proceed to the next phase. Post-mortems occur after release, stand-ups coordinate daily work, and crash triage handles specific failures.
Question 26Game Testing Fundamentals and the Software Development Life Cycle
In a game QA workflow, which artifact most directly maps each design requirement to the test cases that verify it, supporting both coverage tracking and change impact analysis?
- A daily stand-up meeting
- A requirements traceability matrix Correct answer.
- A localisation string table
- A crash dump log
Explanation
A requirements traceability matrix links each requirement to the test cases that exercise it, so QA can prove coverage and, when a requirement changes, quickly identify the affected tests. The other artifacts serve unrelated purposes such as communication, diagnostics, or text management.
Question 27Game Testing Fundamentals and the Software Development Life Cycle
A QA lead must decide when a feature branch may be merged into the main build. Which practice gives the clearest, most objective gate for that decision?
- Defining automated smoke tests that must pass plus a signed sign-off checklist Correct answer.
- Waiting until the end of the milestone and testing everything at once
- Relying on the build engineer's personal judgement of stability
- Asking each developer to confirm verbally that the feature works
Explanation
An objective merge gate combines automated checks with documented sign-off criteria, so the decision does not depend on individual opinion and is repeatable across features. Verbal confirmation, personal judgement, and deferred testing all remove the explicit criteria that make a gate auditable.
Question 28Game Testing Fundamentals and the Software Development Life Cycle
A studio runs two-week sprints. Midway through a sprint, a designer changes the damage formula for a weapon class. Which action best reflects sound test management within the sprint?
- Log the change as a defect against the designer
- Re-run the entire full regression suite regardless of the change's scope
- Freeze all test activity until the next sprint so the plan stays unchanged
- Assess the change's risk, update affected test cases, and re-run the related regression subset before sprint close Correct answer.
Explanation
Agile testing responds to change by assessing risk, updating the affected cases, and re-running the relevant regression subset so the sprint can still close on a verified build. Freezing testing or running everything indiscriminately wastes capacity, and a legitimate design change is not a defect.
Question 29Game Testing Fundamentals and the Software Development Life Cycle
A QA manager compares defect data across two milestones. Milestone A logged 120 defects with 30 still open; Milestone B logged 40 defects with 35 still open. Which reading of the data is most defensible?
- Milestone B is healthier because fewer defects were found overall
- The two milestones cannot be compared without knowing team size
- Milestone A is worse because it produced more total defects
- Milestone B shows a higher open-defect ratio, suggesting fixes are not keeping pace with incoming reports Correct answer.
Explanation
Open-defect ratio, not raw counts, indicates whether a team is closing defects as fast as they arrive; B's 87.5 percent open rate signals a backlog problem even with fewer reports. Raw totals alone can mislead, since more testing naturally surfaces more defects.
Question 30Game Testing Fundamentals and the Software Development Life Cycle
A publisher requires evidence that a build meets a documented quality bar before it is submitted to a platform holder. Which combination of SDLC artifacts most directly provides that evidence?
- The sprint burndown chart and the team's velocity trend
- The source control commit history and branch naming convention
- The test summary report with pass/fail results against exit criteria, plus the open-defect list Correct answer.
- The game design document and the art style guide
Explanation
A test summary report records results against agreed exit criteria, and the open-defect list shows residual risk, together forming the evidence a publisher needs for a submission decision. Burndown, design documents, and commit history describe progress or intent rather than verified quality.
Question 31Test Design Techniques and Test Case Creation
A tester derives test cases by entering values just below, exactly at, and just above every boundary of a valid input range. Which test design technique is being applied?
- Equivalence partitioning
- Decision table testing
- Boundary value analysis Correct answer.
- State transition testing
Explanation
Boundary value analysis targets the edges of a range, where defects cluster, by selecting values on each side of and at the boundary. Equivalence partitioning instead selects one representative per class, and decision tables and state transitions model logic or behaviour rather than range edges.
Question 32Test Design Techniques and Test Case Creation
A field accepts integers from 1 to 100 inclusive. Using two-value boundary value analysis, which set of test values is most appropriate?
- 0, 50, 101
- 0, 1, 100, 101 Correct answer.
- 1, 50, 100
- 1, 2, 99, 100
Explanation
Two-value boundary analysis tests each boundary together with its nearest neighbour outside the valid range. For the range 1 to 100 the boundaries are 1 and 100, so the values 0, 1, 100 and 101 cover both edges and both invalid neighbours.
Question 33Test Design Techniques and Test Case Creation
Which statement best describes the purpose of equivalence partitioning?
- Confirm that every state in a state machine is reachable
- Guarantee that every possible input value is tested at least once
- Reduce the number of test cases by selecting one representative value from each class of inputs that should be handled the same way Correct answer.
- Verify that all decision table rules produce distinct outputs
Explanation
Equivalence partitioning divides inputs into classes that the system is expected to process identically, then tests one value per class. This keeps coverage of behaviour while avoiding redundant cases that exercise the same logic.
Question 34Test Design Techniques and Test Case Creation
A discount rule reads: if the customer is a member AND the order exceeds 100, apply 10 percent. Which test case is required to detect a defect where the discount is applied to all members regardless of order value?
- A non-member with an order of 50
- A member with an order of 150
- A non-member with an order of 150
- A member with an order of exactly 100 Correct answer.
Explanation
The defect applies the discount whenever the customer is a member, so the failing case must be a member whose order does not exceed 100. An order of exactly 100 is not greater than 100, so the correct rule denies the discount and the defect becomes visible.
Question 35Test Design Techniques and Test Case Creation
In a decision table, what does a rule represent?
- A unique combination of condition entries together with the resulting actions Correct answer.
- A state that the system can enter after an event
- A boundary value that separates two equivalence classes
- A single condition that appears in more than one test case
Explanation
Each column of a decision table is a rule that pairs one combination of condition outcomes with the actions to be taken. Rules make it possible to derive a test case for every distinct combination of conditions.
Question 36Test Design Techniques and Test Case Creation
A login screen has three independent checkboxes, each of which may be on or off. How many combinations must a decision table cover to test all condition combinations?
- 3
- 9
- 6
- 8 Correct answer.
Explanation
Each of the three independent binary conditions doubles the number of combinations, so the total is two to the power of three, which is eight. A full decision table would contain one rule per combination.
Question 37Test Design Techniques and Test Case Creation
Which coverage criterion is met when every state in a state transition diagram has been visited by at least one test case?
- All transitions coverage
- Statement coverage
- Decision coverage
- All states coverage Correct answer.
Explanation
All states coverage requires each state to be reached at least once by the test suite. All transitions coverage is stronger because it also requires every valid transition between states to be exercised.
Question 38Test Design Techniques and Test Case Creation
A turnstile model has states Locked and Unlocked, with events Coin and Push. From Locked, Coin leads to Unlocked; from Unlocked, Push leads back to Locked. Which sequence achieves all transitions coverage?
- Coin, Coin
- Coin, Push Correct answer.
- Push, Push
- Push, Coin
Explanation
All transitions coverage requires both the Coin transition from Locked to Unlocked and the Push transition from Unlocked to Locked. The sequence Coin then Push exercises both transitions exactly once.
Question 39Test Design Techniques and Test Case Creation
Which technique is most suitable for deriving test cases from a specification written as structured business rules with many interacting conditions?
- Boundary value analysis
- Decision table testing Correct answer.
- Pairwise testing
- Exploratory testing
Explanation
Decision tables capture combinations of conditions and the actions they trigger, making them ideal for complex interacting business rules. Boundary analysis handles ranges, pairwise reduces combination counts, and exploratory testing is unscripted.
Question 40Test Design Techniques and Test Case Creation
A tester uses a use case description with a main success scenario and several alternative flows. What is the primary basis for deriving test cases?
- Only the main success scenario needs a test case
- Test cases are derived from the actor list alone
- Only the exception flows need test cases
- Each flow, including the main scenario and every alternative, becomes at least one test case Correct answer.
Explanation
Use case testing derives cases from the main success scenario and from each alternative and exception flow, since each path represents distinct behaviour. Covering every flow ensures the documented behaviour is exercised.
Question 41Test Design Techniques and Test Case Creation
Which statement correctly distinguishes a test condition from a test case?
- A test condition is a testable aspect identified from the basis, while a test case adds concrete inputs, preconditions and expected results Correct answer.
- A test condition is the same as a defect report
- A test condition includes expected results, while a test case only names a feature
- A test case is written before any test conditions are identified
Explanation
A test condition describes what is to be verified, derived from the test basis, whereas a test case specifies how to verify it with inputs, preconditions and expected results. Conditions are therefore more abstract than the cases built from them.
Question 42Test Design Techniques and Test Case Creation
Which element is essential in a well-structured test case but is often omitted in poorly written ones?
- Expected result Correct answer.
- Sprint number
- Tool version
- Author name
Explanation
A test case must state the expected result so that the actual result can be compared and a pass or fail verdict assigned. Without it, execution produces observations but no objective outcome.
Question 43Test Design Techniques and Test Case Creation
A test case is designed with preconditions, inputs, steps and expected results, but no test data values are specified. Which risk does this create?
- Different testers may use different data and reach inconsistent verdicts Correct answer.
- The expected result becomes automatically invalid
- The test case cannot be traced to a requirement
- The test cannot be executed manually
Explanation
Without specified data, execution depends on the tester's choice of values, which can change the outcome and reduce reproducibility. Concrete data makes results comparable across runs and testers.
Question 44Test Design Techniques and Test Case Creation
What is the main benefit of applying pairwise (combinatorial) testing to a configuration with many parameters?
- It guarantees detection of all defects involving three or more parameters
- It replaces the need for any expected results
- It removes the need to identify equivalence classes
- It substantially reduces the number of combinations while still exercising every pair of values Correct answer.
Explanation
Pairwise testing selects a subset of combinations in which every pair of parameter values appears at least once, greatly reducing case counts. It targets defects that arise from interactions between two parameters.
Question 45Test Design Techniques and Test Case Creation
A form has parameters A, B and C, each with two possible values. How many test cases are needed at minimum to achieve full pairwise coverage?
- 2
- 6
- 8
- 4 Correct answer.
Explanation
For three parameters with two values each, a pairwise set of four cases is sufficient to cover every pair of values. The full factorial would need eight cases, so pairwise roughly halves the effort here.
Question 46Test Design Techniques and Test Case Creation
Which statement about the relationship between test conditions, test cases and test procedures is correct?
- Test conditions are elaborated into test cases, which are then ordered in a test procedure Correct answer.
- Test conditions, test cases and test procedures are interchangeable terms
- Test procedures are elaborated into test conditions, which become test cases
- Test cases are derived from test procedures without any conditions
Explanation
The usual hierarchy runs from test conditions, which state what to test, to test cases, which specify how, and finally to test procedures, which order cases for execution. Each level adds detail and execution context.
Question 47Test Design Techniques and Test Case Creation
A tester writes a test case that verifies a single specific behaviour with a clear expected result. Which characteristic does this primarily demonstrate?
- Reusability across projects
- Traceability to a requirement
- Automation readiness
- Atomicity of the test case Correct answer.
Explanation
An atomic test case checks one behaviour so that a failure points to a single cause. This focus improves diagnosis and makes the case easier to maintain.
Question 48Test Design Techniques and Test Case Creation
Which of the following is the best example of a test case title written for this exam's domain?
- Discount works correctly
- Verify that a member order of exactly 100 does not receive the 10 percent discount Correct answer.
- Check member logic
- Test the discount feature
Explanation
A good title states the specific condition and the expected behaviour so the purpose is clear without reading the steps. Vague titles such as feature names or 'works correctly' give no verifiable expectation.
Question 49Test Design Techniques and Test Case Creation
A specification says an age field accepts values from 18 to 65. A tester applies three-value boundary analysis. Which values should be tested at the lower boundary?
- 17, 18, 65
- 16, 17, 18
- 18, 19, 20
- 17, 18, 19 Correct answer.
Explanation
Three-value boundary analysis tests the boundary itself together with one value on each side. At the lower boundary of 18, the values 17, 18 and 19 cover the invalid neighbour, the boundary and the valid neighbour.
Question 50Test Design Techniques and Test Case Creation
Which situation makes equivalence partitioning particularly valuable?
- A system whose behaviour depends only on timing
- A specification that contains no input data at all
- A large input domain where values in the same class are expected to be processed identically Correct answer.
- A single input that has only one possible value
Explanation
Partitioning pays off when the input domain is large but can be grouped into classes with identical expected handling, allowing one representative per class. It reduces redundancy while preserving behavioural coverage.