KDU CGT study materials
KDU CGT study resources

KDU CGT study plan

KDU CGT · Give each week a clear focus.

8 weeks · About 6 hours per week

Week 1

Game Testing Fundamentals and the Software Development Life Cycle

  • Map each phase of the software development life cycle (concept, pre-production, production, alpha, beta, release, live ops) to the types of testing that occur in that phase.

  • Distinguish verification from validation and classify ten sample game testing activities under each.

  • Explain how a game build flows from a developer branch through QA sign-off to a release candidate, and identify where a tester's gate sits.

  • Define the core testing vocabulary (test case, test suite, regression, smoke test, build, defect, severity versus priority) in your own words with one game example each.

Your checkpoint

A one-page SDLC-to-testing map listing all seven phases with at least two testing activities and one tester gate per phase.

Week 2

Test Design Techniques and Test Case Creation

  • Apply equivalence partitioning and boundary value analysis to a game stat or damage formula and write the resulting test cases.

  • Write decision-table test cases for a multi-condition game rule such as a crafting recipe with level, material, and currency requirements.

  • Construct a state transition diagram for a player state machine (idle, run, jump, stunned, dead) and derive transition test cases including invalid transitions.

  • Draft five test cases using a consistent template with preconditions, steps, expected result, and test data.

Your checkpoint

A test case pack of at least fifteen cases covering one mechanic, each tagged with the design technique used to derive it.

Week 3

Functional Testing of Game Mechanics and Systems

  • Decompose a game mechanic into its rules, inputs, states, and outputs before designing tests for it.

  • Test a combat or damage system against its stated formula, including rounding, caps, and edge values.

  • Test inventory and item systems for stacking limits, slot capacity, duplication exploits, and drop-on-death behavior.

  • Test progression systems (XP curves, level gates, unlock conditions) at boundary levels and for save-and-reload persistence.

  • Verify UI and HUD behavior across state changes such as pause, death, and scene transition.

Your checkpoint

A functional test suite for one complete game system, with a traceability table linking each requirement to at least one test case.

Week 4

Functional Testing of Game Mechanics and Systems & Defect Reporting, Tracking, and Bug Life Cycle

  • Execute your functional suite from week 3 against a build or a mock and log every discrepancy found.

  • Write bug reports that a developer can reproduce without asking a question: exact steps, build identifier, environment, frequency, expected versus actual, and attached evidence description.

  • Assign severity and priority independently and justify three cases where they diverge.

  • Trace one defect through the full life cycle from new to closed, including reopened and deferred paths.

Your checkpoint

A defect log of at least ten well-formed reports, each with severity, priority, and a stated life-cycle path.

Week 5

Non-Functional Testing: Performance, Compatibility, and Usability

  • Define performance acceptance criteria for frame rate, frame time, load time, and memory on a target hardware tier.

  • Design a performance test that isolates a bottleneck by varying one factor at a time (draw distance, particle count, entity count).

  • Build a compatibility matrix across platform, OS version, GPU or chipset, input device, and display configuration, and select the highest-risk combinations.

  • Run a heuristic usability review of a game UI and record findings against a named heuristic set.

Your checkpoint

A non-functional test plan containing a performance criteria table, a compatibility matrix with risk ranking, and ten usability findings.

Week 6

Platform Certification and Compliance Testing

  • List the certification requirement categories common to major console platforms (save data handling, user sign-in, controller disconnect, parental controls, network loss) and state the test implication of each.

  • Write a submission-readiness checklist that a build must pass before a compliance run.

  • Identify the five most common certification failure causes and describe the test that would catch each.

  • Explain the difference between a compliance requirement and a platform technical requirement and classify ten sample checks.

Your checkpoint

A certification readiness checklist with at least twenty checks, each mapped to a test case or a manual verification step.

Week 7

Multiplayer, Network, and Online Service Testing & Test Management, Tools, and Metrics

  • Test a multiplayer session life cycle: lobby creation, matchmaking, join, host migration or disconnect, and reconnect.

  • Design network condition tests using latency, packet loss, and jitter profiles, and state the expected game behavior for each.

  • Test online service dependencies such as authentication, leaderboards, and cloud saves for graceful failure when the service is unavailable.

  • Select a test management approach and tool set for a small team and define the five metrics you would report weekly (for example defect escape rate, pass rate, open defect trend, test coverage, mean time to fix).

Your checkpoint

A multiplayer and online test plan plus a one-page metrics dashboard mock showing five metrics with their definitions and data sources.

Week 8

Professional Ethics and Industry Practices & Defect Reporting, Tracking, and Bug Life Cycle & Game Testing Fundamentals and the Software Development Life Cycle

  • Apply a professional ethics scenario set: handling pressure to pass a failing build, reporting a defect that embarrasses a colleague, protecting player data, and disclosing a conflict of interest.

  • Review your full defect log from week 4 and rewrite any report that lacks reproducibility or contains blame language.

  • Take a timed mixed-domain practice set and classify every miss by domain to identify remaining weak areas.

  • Produce a personal weak-area list with a concrete remediation action for each item.

Your checkpoint

A final review packet containing your ethics scenario responses, revised defect reports, and a scored practice-set analysis with remediation actions.

Milestones

Week 2: You can derive test cases from a rule using at least three named design techniques without a reference sheet.

Week 4: Your defect log passes a self-audit: every report is reproducible from the written steps alone and severity and priority are separately justified.

Week 6: You can explain the purpose of certification testing and name at least fifteen concrete compliance checks from memory.

Week 8: On a timed mixed-domain practice set you score above your target pass mark and every miss is assigned a remediation action.