CT-GaMe — Game Testing glossary
165 terms the exam expects you to know, defined in plain language.
A
- AI Testing Tools(ai testing tools)
- Tools that simulate player behavior or monitor NPC decision-making.
- Adaptive AI testing(adaptive ai)
- Testing that an NPC's behavior changes appropriately over time, such as learning player patterns.
- Ambient Audio(ambient audio)
- Looping and layered sounds that establish a game's atmosphere and create a sense of place.
- Ambient Audio Testing(ambient audio testing, ambient audio, environmental audio)
- A testing activity that verifies looping and layered sounds produce seamless transitions and appropriate environmental changes.
- Ambient and Environmental Audio(ambient audio, environmental audio)
- Looping and layered sounds (e.g., wind, rain, crowd noise) that create a sense of place and change appropriately with location or time.
- Artistic Graphics Testing(artistic testing, artistic graphics testing)
- A testing approach that assesses the visual fidelity and aesthetic quality of game assets for consistency with artistic intent.
- Audio Defect Types(audio defects, common audio defects)
- Common audio issues including timing errors, missing sounds, volume imbalances, and poor transitions between tracks or states.
- Audio Localization Testing(localization testing, audio localization testing)
- Testing that ensures subtitles match spoken words in different language versions of the game.
- Audio Output Configuration Testing(audio output configurations, audio output configuration testing, output configuration testing)
- A testing practice that verifies game audio across multiple speaker and headphone setups.
- Audio localization
- The adaptation of audio elements such as voiceovers and lip-sync for a specific locale.
- Audio testing(audio testing)
- Testing game audio on low-end hardware, under different OS settings, and with platform-specific codecs to identify glitches.
- Automated Pixel-by-Pixel Comparison(automated comparison, pixel-by-pixel comparison)
- A technique that compares screenshots or frames against a baseline image to flag differences for human review.
- Automated Playtesting Tools(automated playtesting tools, automated playtesting frameworks)
- Dynamic tools that execute thousands of game sessions to uncover balance issues or exploits.
B
- Baseline Comparison(baseline)
- The practice of comparing profiling data against a baseline to measure the impact of changes.
- Baseline Image(baseline)
- A reference screenshot or frame used in automated comparison to detect graphical regressions.
- Black-box Testing(black-box testing)
- A dynamic testing technique that tests input and output without knowledge of internal code structure, such as equivalence partitioning.
- Boundary Analysis for Random Ranges(boundary analysis on random ranges)
- Testing extreme values and boundaries of random ranges, such as 0% or 100% chance.
- Boundary Value Analysis(boundary value analysis)
- A software testing technique that examines input values at the boundaries of equivalence partitions to detect errors.
- Boundary Value Analysis for Games(boundary value analysis)
- A black-box technique that tests the edges of equivalence partitions for numeric game parameters like health or score.
- Boundary Value Analysis for Random Ranges(boundary value analysis for random ranges, bva for random ranges)
- A test design technique that examines input values at boundaries of random ranges (e.g., 0% and 100% chance) to detect off-by-one errors in random number generation.
C
- CPU Bottleneck(cpu bottleneck)
- A performance limitation caused when the processor cannot keep up with game logic, physics, or draw calls.
- CPU/GPU Utilization Testing(cpu/gpu utilization, cpu/gpu utilization testing)
- Measuring processor and graphics card usage to identify performance bottlenecks.
- CPU/GPU utilization
- The percentage of processor and graphics card capacity used, indicating performance bottlenecks.
- Camera-Angle-Dependent Defects(camera-angle-dependent defects)
- Visual flaws visible only from specific camera angles or distances.
- Checklist-Based Testing(checklist-based testing)
- A technique using a list of items or conditions to verify, ensuring consistent coverage of known risk areas.
- Client-side mechanics(client-side mechanics)
- Game mechanics that run on the player's device and require cross-platform consistency testing.
- Collaboration Between Testers and Developers(tester-developer collaboration)
- Essential process to reproduce and resolve issues during game development.
- Common Audio Defect Types(audio defect types, common audio defects, common audio defect types)
- Categories of audio issues including timing errors, missing sounds, volume imbalances, and poor transitions.
- Compatibility testing (graphics)(compatibility testing)
- Verification that a graphics product works across different environments, per ISTQB glossary.
- Constraint Verification(constraint verification)
- A testing technique that checks procedural generation outputs against predefined design rules to ensure they are satisfied.
- Constraint Verification for Procedural Generation(verifying procedural constraints)
- Ensuring that procedural generation algorithms respect design constraints, like avoiding impassable terrain.
- Core mechanics(core mechanics)
- Fundamental actions players perform repeatedly that define the gameplay loop.
- Cross-Platform Performance Testing(testing across target platforms, multi-platform testing)
- Testing on multiple hardware configurations to ensure consistent player experience.
- Cultural Adaptation(cultural adaptation)
- Part of localization that adjusts symbols, colors, and legal requirements for a target market.
- Cultural appropriateness(cultural appropriateness)
- The requirement that game content must be culturally acceptable and not offensive in each locale.
D
- Debug Builds(debug builds)
- Specialized game builds used in dynamic testing that provide additional logging and diagnostic capabilities.
- Decision Table Testing(decision table testing)
- A black-box test technique that tests combinations of conditions leading to different game outcomes.
- Decision Table Testing for Game Logic(decision table testing)
- A black-box technique using tables to map combinations of conditions to game outcomes, useful for AI and rule-based mechanics.
- Designer Review of Game Balance(game balance review)
- Activity where designers review and adjust game balance to ensure fairness and fun.
- Desynchronization(desynchronization)
- A defect where client and server disagree on the game state, often due to network latency.
- Deterministic mechanics(deterministic mechanics)
- Mechanics that always produce the same outcome from the same input.
- Developer Unit Testing(unit testing by developers)
- Testing performed by developers to verify individual units of code in game development.
- Device and Platform Matrix Testing(device matrix, platform matrix, device and platform matrix testing, audio matrix testing)
- A systematic approach to test audio on a matrix of target devices and platforms to catch hardware-specific issues.
- Dialogue and Voice-Over(dialogue, voice-over, vo)
- Character speech, narration, and ambient chatter that must be clear, properly lip-synced, and correctly triggered by game events.
- Dialogue and Voice-Over Testing(dialogue and voice-over testing, dialogue testing, voice-over testing, dialogue and voice-over)
- Testing that verifies dialogue clarity, lip-sync, correct triggering by game events, and subtitle accuracy.
- Distribution Verification(verifying distribution, distribution verification)
- Testing over many trials to confirm that random outcomes approximate their expected statistical distribution.
- Dynamic Music(dynamic music)
- Music that adapts to gameplay intensity or narrative context, requiring smooth transitions and seamless loops.
- Dynamic Music Testing(dynamic music)
- Testing of music that adapts to gameplay to ensure smooth transitions and seamless loops without audible clicks or gaps.
- Dynamic Testing Techniques(dynamic testing, dynamic testing techniques)
- Dynamic testing executes the game to verify its behavior, using black-box, white-box, and experience-based techniques.
- Dynamic Testing Tools(dynamic testing tools)
- Tools that interact with a running game to observe behavior, performance, and detect defects.
- Dynamic resolution scaling(dynamic resolution scaling)
- A technique that can cause unexpected visual artifacts during gameplay when resolution changes dynamically.
E
- Emulator Limitation for Locale Testing(emulator limitation)
- Issue that locale-specific defects may not appear on emulators, requiring testing on actual devices or OS settings.
- Equivalence Partitioning(equivalence partitioning)
- A black-box testing technique that partitions input values into valid and invalid classes to reduce test cases.
- Equivalence Partitioning for Games(equivalence partitioning)
- A black-box technique that divides input data into partitions that the game should treat equivalently, e.g., health bar partitions.
- Error Guessing(error guessing)
- A technique where the tester anticipates defects based on understanding of the application and common failure patterns.
- Experience-Based Testing(experience-based techniques, experience-based testing, exploratory testing)
- A category of testing techniques that rely on the tester's knowledge, intuition, and experience to identify defects.
- Exploratory Testing(exploratory testing)
- An approach to testing emphasizing personal freedom and responsibility to continually optimize value of work through simultaneous learning, design, and execution.
- Exploratory Testing with Charters(exploratory testing with charters, exploratory testing)
- Testing with clear charters to validate constraints, especially in procedural generation, ensuring reproducibility.
F
- Fixed Seed Testing(seeding the random generator, fixed seed, reproducible testing with seeds, reproducible tests, fixed seed testing)
- A technique of fixing the random generator seed to create reproducible test sequences.
- Frame Rate Testing(frame rate (fps), frame rate testing)
- Evaluating the number of frames rendered per second to ensure smooth gameplay.
- frame rate (FPS)(fps)
- A metric measuring the number of frames rendered per second, critical for smooth gameplay.
G
- GPU Bottleneck(gpu bottleneck)
- A performance limitation caused when the graphics card is overloaded with rendering tasks like shading or texture fill.
- Game AI fundamentals(game ai fundamentals)
- Basic AI concepts underlying NPC behaviors, such as decision-making and movement patterns.
- Game Development Roles(game development roles)
- Multidisciplinary team including designers, artists, sound engineers, programmers, producers, and testers.
- Game Tester Role(game tester)
- A role responsible for identifying defects, verifying functionality, and ensuring game quality throughout development.
- Game Testing Artifacts(game artifacts, design documents, storyboards, level layouts)
- Non-code items examined in static testing, including game design documents, storyboards, level layouts, and test plans.
- Game-Specific Risks(game-specific risks)
- Risks specific to game testing such as broken mechanics, graphical glitches, or audio issues.
- Gameplay Graphics Testing(gameplay testing, gameplay graphics testing)
- A testing approach that ensures visual cues, collision detection, and graphical feedback support player interaction and game mechanics.
- Geometry Defects(geometry defects)
- Flaws in object shapes such as holes, incorrect positioning, or misshapen forms.
- Graphics Compatibility Testing(compatibility testing)
- Testing that verifies correct rendering across different GPUs, resolutions, and operating systems.
- Graphics Defect Documentation(defect documentation)
- Capturing defects via screenshots or video for evidence and reporting.
- Graphics Defect Reproduction(defect reproduction)
- Process of repeatedly triggering a suspected defect to confirm it is not transient.
- Graphics Performance Testing(performance testing)
- Testing that measures frame rate, memory usage, and rendering times to identify bottlenecks and ensure performance targets.
- Graphics Testing Tools(graphics testing tools)
- Specialized tools that capture and compare frames to detect rendering artifacts.
- game performance testing
- The process of evaluating non-functional aspects of a game such as frame rate, load times, memory usage, and network latency.
H
- Hard-coded strings(hard-coded strings, hardcoded strings)
- Text strings embedded in code that prevent localization because they cannot be easily translated.
I
- I/O Bottleneck(i/o bottleneck)
- A performance limitation occurring when data loads from disk or network are slow.
- Intermittent Graphics Defects(intermittent defects)
- Defects that appear only under specific frame rate or memory states.
- Internationalization(i18n)
- The design and development process that makes a game capable of being localized.
- Internationalization (i18n)(internationalization, i18n, internationalization (i18n))
- The design process that makes a game capable of being localized by avoiding hard-coded strings and supporting language switching.
L
- Lighting Defects(lighting defects)
- Errors in lighting including incorrect shadows, overexposure, or flickering lights.
- Lip-sync Accuracy(lip-sync accuracy)
- The synchronization of voiceover timing with character lip movements in localized versions.
- Load Time Testing(load times, load time testing)
- Measuring the time taken to load game levels, assets, or save states.
- Locale-Specific Sorting Defect(locale-specific sorting defect)
- Defect where alphabetical sorting does not follow target locale rules, e.g., 'Ötzi' sorting after 'Z' instead of after 'O'.
- Locale-specific data formats(locale-specific data formats)
- Formats for dates, currencies, numbers, and sorting orders that vary by locale and can cause errors.
- Localization(l10n, localization)
- The process of translating and adapting a game for a specific target market.
- Localization Testing(localization testing)
- Testing that verifies a game correctly adapts locale-specific data formats such as dates, currencies, numbers, and sorting orders.
- Localization defects
- Defects in localized games that can be linguistic, cosmetic, or functional.
- Low-End Hardware Audio Testing(low-end hardware, low-end hardware audio testing)
- Testing audio performance on devices with limited processing power to identify latency or crackling issues.
- load time
- The duration required to load game content, affecting player experience.
M
- Management Tools(management tools)
- Tools that help organize test cases, track defects, and report results.
- Manual Visual Inspection(visual inspection)
- A primary testing method where testers play through a game to detect graphical anomalies such as texture seams or lighting issues.
- Mechanic Interaction Testing(mechanic interactions)
- The practice of verifying the combined effects and dependencies between different game mechanics.
- Memory Bottleneck(memory bottleneck)
- A performance limitation arising when the game exceeds available RAM, causing swapping or texture streaming delays.
- Memory Leak(memory leak)
- A defect where allocated memory is not released after use, gradually consuming memory and potentially causing crashes.
- Memory Usage Testing(memory usage, memory usage testing)
- Monitoring memory allocation over time to detect leaks and excessive consumption.
- Meta mechanics(meta mechanics)
- Systems that govern or modify core mechanics, providing progression and depth.
- Multi-Resolution and Multi-Platform Testing(multi-resolution testing, multi-platform testing)
- Critical testing practice because graphical defects often appear only at specific resolutions or on certain hardware configurations.
- Multi-platform testing(multi-platform testing)
- Testing to ensure graphics work consistently on different hardware and software configurations.
- Multi-resolution testing(multi-resolution testing)
- A testing approach to verify correct rendering across various screen sizes and aspect ratios.
- memory usage
- The amount of RAM consumed by the game, which can lead to memory leaks if not managed.
N
- NPC behavior specification(npc behavior specification)
- A clear description of intended NPC actions and reactions serving as the test oracle.
- Network Latency Testing(network latency, network lag, network latency testing)
- Assessing network round-trip time and lag under realistic conditions.
- Network Testing Tools(network testing tools)
- Tools that simulate latency and packet loss for multiplayer games.
- Non-Determinism in Game Mechanics(non-determinism in game testing)
- Game mechanics that produce unpredictable outcomes due to randomness or procedural generation, requiring statistical or seed-based testing.
- Non-Determinism in Game Testing(non-determinism, non-determinism in game testing)
- The property of game mechanics that makes it impossible to test every possible outcome due to randomness or algorithmic generation.
- Non-determinism(non-determinism)
- The property of game mechanics that makes it impossible to test every outcome due to randomness or algorithmic generation.
- Non-deterministic AI(non-deterministic)
- AI that uses randomness, causing variable behavior across test runs.
- network latency(lag)
- The delay in data transmission over a network, impacting real-time multiplayer responsiveness.
O
- OS Audio Settings Handling(os audio settings, os audio settings handling)
- The game's ability to correctly respond to changes in operating system audio settings like sample rate or spatial sound.
P
- Per-Frame Timing(per-frame timings)
- A metric displayed by profiling tools showing time taken by each subsystem per frame to identify the limiting factor.
- Performance Baseline(performance baselines, performance baseline)
- A reference metric established early in development to detect regressions.
- Performance Profilers(performance profilers, frame-rate monitors)
- Tools that monitor frame rate, memory usage, and other performance metrics during dynamic testing.
- Platform-Specific Audio Codec Artifacts(platform-specific audio codecs)
- Compression or latency issues introduced by specific hardware or codecs not present in the development environment.
- Platform-Specific Graphics Defects(platform-specific defects)
- Visual issues that occur only on certain platforms like PC, console, or mobile.
- Platform-specific test checklist(platform-specific test checklist)
- A checklist covering resolution, frame rate, and graphical fidelity for each target platform.
- Procedural Mechanics(procedural mechanics)
- Game mechanics that generate content algorithmically, such as terrain or quests.
- Profiling Tools(profiling tools)
- Software that identifies code or asset bottlenecks in game performance.
- Pseudo-localization(pseudo-localization)
- A testing technique that replaces text with placeholder strings to catch internationalization issues early.
- performance profiling tool(profiling tool)
- A tool used to identify code or asset bottlenecks in CPU, GPU, memory, or I/O.
R
- Random Mechanics(random mechanics)
- Game mechanics that rely on chance, such as loot drops or critical hit chances.
- Random mechanics testing(random mechanics)
- Verification of random outcomes by comparing observed vs. expected distributions.
- Random number generator seeding(seed random number generators)
- A technique to make tests deterministic by using a fixed seed for random number generation.
- Real device testing(real device testing, actual target hardware testing)
- Testing on actual target hardware to catch platform-specific driver issues not found in emulators.
- Regression testing for NPC behaviors(automation is valuable for regression testing)
- Automated testing to ensure NPC behavior changes do not introduce new bugs.
- Rendering Defects(rendering defects)
- Visual anomalies like screen tearing, pop-in, or incorrect draw order.
- Right-to-left languages(rtl languages)
- Languages such as Arabic and Hebrew that require mirroring of the UI layout.
S
- SFX synchronization(sfx synchronization)
- Alignment of sound effects with corresponding visual events in a game or multimedia.
- Screenshot comparison tool(screenshot comparison tool, automated screenshot comparison)
- An automated tool that detects visual regressions by comparing screenshots across builds.
- Seamless Ambient Audio Loops(seamless loops, seamless ambient audio loops)
- A property of ambient audio where the loop point has no noticeable click or gap, preventing common defects.
- Seed-Based Testing(seed-based testing)
- A testing technique using fixed random seeds to reproduce and verify fixes for non-deterministic game behaviors.
- Seeding(seeding)
- Technique of fixing random seeds to reproduce specific scenarios in non-deterministic game mechanics.
- Server-side mechanics(server-side mechanics)
- Game mechanics that run on the server and are authoritative to prevent cheating.
- Session-Based Test Management (SBTM)(session-based test management, sbtm)
- A structured method for managing exploratory testing sessions with charters, timeboxes, and debriefs.
- Sound Effects (SFX) in Game Audio(sfx, sound effects)
- Short, non-musical sounds triggered by in-game actions, providing immediate feedback and requiring synchronization with visual events.
- Sound Testing Tools(sound testing tools)
- Tools that analyze audio output for glitches or synchronization issues.
- Sound testing(sound testing)
- Verification of audio elements including SFX synchronization and surround sound channel integrity.
- Specialization in Game Testing(game testing specialization)
- Focus areas like gameplay testing, graphics testing, or sound testing as outlined in the CT-GaMe syllabus.
- State Transition Testing(state transition testing)
- A black-box test technique that models game states and the events that cause transitions.
- State Transition Testing for Game Flows(state transition testing)
- A black-box technique that models game states (menu, playing, paused) and events causing transitions to test valid and invalid flows.
- Statement and Branch Coverage(statement coverage, branch coverage)
- White-box testing metrics that measure the proportion of code statements and decision branches executed by tests.
- Static Analysis Tools(static analysis tools)
- Tools that detect code defects like null pointer dereferences or memory leaks without executing the game.
- Static and Dynamic Test Techniques in Game Testing(static testing techniques, static testing, static and dynamic test techniques in game testing)
- Testing methods that analyze game code without execution (static) or run the game to find defects (dynamic).
- Statistical Analysis for Random Outcomes(statistical analysis for random outcomes, statistical analysis)
- Method to verify that random outcomes, such as drop rates, meet design specifications through repeated testing.
- Statistical Oracle(statistical oracles, statistical oracle)
- A test oracle that uses statistical analysis to verify that random system outputs follow an expected distribution over many iterations.
- Statistical Testing(statistical testing)
- A test strategy using many iterations to verify that random outcomes follow expected distributions.
- Surround Sound Channel-Specific Defects(surround sound)
- Defects that occur only in specific surround sound channels, such as inaudible or misdirected audio.
- Surround sound channel integrity(surround sound channel integrity)
- Correctness of audio channel mapping and output in a surround sound system.
T
- Target Device Profiling(target device profiling)
- The practice of profiling on representative target hardware rather than a high-end PC for accurate results.
- Technical Graphics Testing(technical testing, technical graphics testing)
- A testing approach that verifies rendering performance, hardware compatibility, and correct operation of graphical features across target platforms.
- Test Charter(test charter)
- A mission or area to explore during an exploratory testing session.
- Test Level(test level)
- A specific phase of testing that targets a particular scope and purpose within the software development lifecycle.
- Test Levels(test levels)
- Phases of testing that define the scope and stage of testing activities.
- Test Type(test type, test types)
- A category of testing defined by its objective or quality characteristic being evaluated.
- Testing Game Mechanics with Artificial Intelligence(testing game mechanics with artificial intelligence)
- The use of artificial intelligence to automate the verification of game mechanics.
- Testing the Non-Functional Aspects of Games(testing the non-functional aspects of games)
- Evaluation of performance, usability, and other non-functional attributes of a game.
- Text Overflow in Localization(text overflow)
- Defect where translated text is truncated or overflows UI elements due to differing string lengths.
- Text expansion
- The phenomenon where translated text is longer than the source, often causing layout issues.
- Texture Defects(texture defects)
- Visual imperfections in game textures including missing, stretched, or wrong resolution textures.
- Texture artifacts(texture artifacts)
- Common graphical defects in multi-resolution testing, such as incorrect scaling or misaligned textures.
U
- Use Case Testing(use case testing)
- A black-box test technique that describes sequences of interactions between the player and the game.
- Use Case Testing for Player Interactions(use case testing)
- A black-box technique that describes sequences of player-game interactions to validate end-to-end workflows.
V
- Virtual Surround Sound Upmixing Effects(virtual surround sound, virtual surround sound upmixing, upmixing effects)
- The masking or alteration of intended audio cues caused by virtual surround sound or upmixing technologies.
- Volume Balancing Between Audio Categories(volume balancing, audio category volume balancing)
- Adjusting relative levels of dialogue, music, and sound effects to prevent any category from overpowering others.
W
- White-box Testing(white-box testing)
- A dynamic testing technique that uses internal code structure to design tests, such as statement and branch coverage.