- What it is: the ISTQB Certified Tester Game Testing (CT-GaMe) certifies that you can test video games: mechanics, graphics, sound, levels, controllers and localization.
- Current version: syllabus v1.0.1 (October 21, 2022), provided to ISTQB by the Russian board (RSTQB), in the Specialist stream.
- Prerequisite: the ISTQB Foundation Level (CTFL) certification.
- Content: 7 chapters and a minimum of 15 hours 25 minutes of accredited training.
- Exam: 40 questions, 40 points, pass mark 26 (65%), 60 minutes (75 if it isn't your native language).
- What it isn't: testing games is not playing all day; it is systematically verifying that the game meets its specification and delivers the experience its creators designed.
The video game industry keeps shipping bigger, more complex, multiplatform games to a demanding audience that reports every glitch on social media and online stores. For a studio, a defect in a core mechanic or poor voice-over can ruin a launch. The ISTQB Game Testing (CT-GaMe) certification brings together the specific knowledge a tester needs in this world. This guide explains what it covers, what the exam looks like and how to prepare.
What CT-GaMe is and where it sits in the ISTQB portfolio
CT-GaMe belongs to the ISTQB Specialist stream, in the group of domain-focused certifications. The current syllabus is version 1.0.1, released on October 21, 2022, and written by the Russian Software Testing Qualifications Board (RSTQB) with a large team of authors from the game industry.
The syllabus covers three aspects of game testing: technical, method-based and organizational. It also clarifies that "game", "computer game" and "video game" are used as synonyms and refer only to software, not to sports or gambling (for that there is the Gambling Industry Tester certification).
To place it within the full portfolio, check our ISTQB certification guide.
Who it is for and prerequisites
According to the syllabus, it is aimed at anyone involved in software testing who wants to broaden their knowledge of game testing, anyone who wants to start a specialist career in the field, and people in game software engineering who want a better understanding of how games are tested. In practice:
- QA testers who want to move into a game studio or a game QA service provider.
- Game testers already in the industry who want to formalize their knowledge.
- Developers, game designers and producers who want to understand QA work.
Official requirements
- Mandatory: hold the ISTQB Foundation Level (CTFL) certification before taking the exam.
- Strongly recommended: at least a minimal background in game development or testing (the syllabus gives the example of one year as a game user acceptance tester) and an accredited course.
What you will be able to do: the syllabus business outcomes
| Code | What you will be able to do |
|---|---|
| GaMe-1 | Describe the basic concepts of video games and game software testing. |
| GaMe-2 | Determine risks, goals and game software requirements based on stakeholder needs and expectations. |
| GaMe-3 | Conceptually design, implement and execute basic game software tests. |
| GaMe-4 | Know the approaches to game software testing and their purpose. |
| GaMe-5 | Recognize the tools that support game testing. |
| GaMe-6 | Determine how testing activities align with the development lifecycle and reduce the cost of developing and publishing games. |
The CT-GaMe syllabus chapter by chapter
| Chapter | Minimum time | Max K-level | Key topics |
|---|---|---|---|
| 1. Specificity of game testing | 75 min | K2 | Objectives, risks, typical defects, testing vs. playing, team roles, lifecycle |
| 2. Testing game mechanics | 180 min | K3 | Types of mechanics, approaches per stage, documentation review, saving, sessions and inactivity |
| 3. Graphics testing | 165 min | K3 | Graphic content, defect types, artistic, technical and gameplay testing, tools |
| 4. Sound testing | 190 min | K3 | Types of sound, defects, content-auditory, mix and music composition testing, integration |
| 5. Game level testing | 65 min | K2 | Level components, level design defects, creation and testing stages |
| 6. Game controllers testing | 95 min | K2 | Input devices, controller types, defects, test conditions, roles |
| 7. Localization testing | 155 min | K3 | Internationalization vs. localization, defects, full and partial localization, localization types |
Chapter 1. Specificity of game testing
It explains the objectives and specifics of testing a game and the product risks particular to the industry: players gaining an unfair advantage by cheating, commercial success that depends on players' subjective opinion, multiplatform issues and the difficulty of predicting whether a mechanic will land with the audience. It also covers typical defects and how to mitigate those risks.
A topic the syllabus tackles head-on: the difference between testing and playing. A player wants to finish the game or have fun; a tester verifies that the game meets its specification, even if that means going through the same level fifty times to check that an object always appears where it should. It closes with the development team roles (designers, artists, programmers, sound designers, producers) and test activities across the game lifecycle.
Chapter 2. Testing game mechanics
Mechanics are the heart of the game: the way the player interacts with it. The syllabus classifies them three ways:
- By interaction: gameplay mechanics (the player clearly sees the effect of their actions) and non-gameplay mechanics (part of the mechanic is hidden, such as a dynamic difficulty system).
- By impact: core mechanics (what the player repeats throughout the game, such as jumping or shooting) and meta mechanics (outside the main gameplay but influencing it, such as daily rewards or the store).
- By architecture: client, server and client-server mechanics.
It then presents testing approaches for each development stage, the importance of reviewing design documentation (many mechanic defects are born in the document, before the code) and a K3 objective: apply the fundamental approaches to testing mechanics. It includes testing the game state when a session resumes or the user is inactive, and the save and load system. Example: you save right after receiving a quest item, force-close the game and check whether, after loading, the item is still in the inventory and the quest is in the right state.
Chapter 3. Graphics testing
It reviews graphic content (maps, models, 2D and 3D graphics, CGI, collisions, animations, effects and lighting) and classifies its defects: missing textures, level of detail (LoD) issues, poorly defined collisions, wrong hit boxes, visible seams between textures, broken animations or visual effects failures.
It separates three approaches: artistic testing (does it look the way the art direction intended?), technical testing (unused files, texture and model limits) and gameplay testing (does the graphic affect how the game plays?). The K3 objective is to apply the fundamental graphics testing approaches, and the syllabus includes an interesting point: the importance of testing the historical validity of graphics in games set in real periods. Example: in a World War II game, a uniform or vehicle from the wrong era is a defect.
Chapter 4. Sound testing
One of the longest chapters (190 minutes) and one of the most original in the syllabus. It reviews types of sound (music, sound effects, character sounds or foley, ambient sounds), concepts such as occlusion and sound areas, and typical defects: a missing effect, the wrong sound, the right sound played incorrectly, or distortion.
It presents three approaches: content-auditory testing, testing the mix of music and sounds and testing the music composition, plus the test levels for audio content and how sounds are integrated into the game. A practical example: if a character walks behind a wall, their footsteps should sound muffled; if they sound the same as in the open, occlusion is broken.
Chapter 5. Game level testing
A level combines environment, lighting, sound and functionality. The chapter classifies typical defects, including game balance and narrative defects, and describes testing at each stage of level creation: playable prototype, geometry prototype (white box or art block-out) and final version. It also compares the responsibilities of the level designer, artists and testers. Example: a player can jump off the map from a badly placed rock and get stuck with no way back.
Chapter 6. Game controllers testing
It covers typical and specialized input devices (keyboard and mouse, gamepads, touchscreens, steering wheels, motion capture), related defects (for example, buttons that can't be remapped, or a controller that stops responding after reconnecting over Bluetooth) and test conditions, including security, ergonomics and compliance testing. It also separates the tasks of the UX specialist, the tester and the game designer.
Chapter 7. Localization testing
Very relevant for testers in Latin America or Spain, where many studios outsource Spanish localization testing. The chapter separates internationalization (preparing the game to adapt to several languages and regions) from localization (adapting it to a specific one), explains how localizing a game differs from localizing an application, and covers the stages: translation testing, compliance testing and colors and symbols.
It classifies defects (technical, translation and cultural adaptation), separates full and partial localization testing and the types of localization: box, interface, text, voice-over, graphic and deep localization (cultural adaptation). The K3 objective is to classify localization testing types. Example: text translated into Spanish runs 30% longer than the original and gets cut off on a menu button; or an expression that is fine in Spain is offensive in some Latin American countries.
Download the official syllabus
Download the current syllabus to study from the original source:
The CT-GaMe exam
| Item | Value |
|---|---|
| Number of questions | 40 (multiple choice) |
| Total points | 40 |
| Pass mark | 26 points (65%) |
| Duration | 60 minutes; 75 minutes if you take it in a language that isn't your native language (+25%) |
| Distribution by K-level | 6 K1 questions, 30 K2 and 4 K3 |
| Prerequisite | ISTQB Foundation Level (CTFL) certification |
Source: ISTQB exam structure tables. With 30 K2 questions, the exam rewards understanding and classifying: types of mechanics, defects and approaches. The 4 K3 questions come from the application objectives on mechanics, graphics, sound and localization.
Exam formats
- Online with remote proctoring (iSQI FLEX): from home, 24/7, with a webcam, microphone, a second camera (your phone) and a government-issued ID. Book ahead and confirm the minimum lead time when you book.
- Pearson VUE: test center or OnVUE, depending on availability for this exam.
- At your company: for 6 or more people, Cool Testers brings a proctor for an in-person exam.
Paper exams are no longer offered. At the time of writing, iSQI offers CT-GaMe in English, French and Brazilian Portuguese, with 25% extra time if the language isn't your native language. The certification is worth the same in any language.
Where to buy it
- Directly from iSQI, our partner and official exam provider, if you are paying yourself.
- Through Cool Testers, with 1 or 2 attempts and 1 year to take it, if your company pays, you get reimbursed or you need an invoice: buy or get a quote for your certification exam.
Questions? Message us on WhatsApp.
How to prepare for CT-GaMe
Cool Testers doesn't currently offer a dedicated CT-GaMe course. Here is the path we recommend:
- Start with Foundation Level. It is mandatory, and the game syllabus takes for granted functional and non-functional testing, regression and lifecycle concepts. Take our ISTQB Foundation Level (CTFL 4.0) course, with 40 live hours, a pre-recorded course, an Express review course and 4 practice exams, and plan your path with the ISTQB certification guide.
- Build a domain glossary: core and meta mechanics, LoD, hit box, foley, occlusion, white box, internationalization. The syllabus includes an appendix of specific terms.
- Use a real game as your lab. Pick a game you know and, for each chapter, find examples: classify its mechanics, look for graphic and sound defects, review its localization.
- Write defect reports for what you find, with steps to reproduce, severity and evidence (video or screenshot).
- Take the official sample exam and work out why each wrong option is wrong.
Does your studio need to train its QA team? Request a corporate training proposal.
Benefits and career paths
- You formalize what many learn by experience: game QA is often learned on the job; CT-GaMe gives you a common framework and vocabulary.
- An edge in localization: speaking Spanish and mastering localization testing is a sought-after profile for studios and QA service providers launching games in Spanish-speaking markets.
- Growth beyond entry-level roles: understanding mechanics, design documentation and the lifecycle prepares you for QA lead or quality analysis roles at a studio.
Related roles: game tester, video game QA tester, localization tester (LQA), compatibility and platform certification tester, QA lead.
How it relates to other certifications and what comes next
- Mobile Application Testing (CT-MAT): many games ship on mobile, with their own device and performance challenges.
- Performance Testing (CT-PT): server performance and load are critical in online games.
- Usability Testing (CT-UT): to evaluate the player experience with method.
- Test Automation Engineering (CTAL-TAE): large studios automate regression and build testing.
- Gambling Industry Tester (CT-GT): if you are interested in the gambling industry, which has its own rules and certifications.
Frequently asked questions
What is the CT-GaMe certification?
It is the ISTQB Certified Tester Game Testing. It certifies that you can test video games (mechanics, graphics, sound, levels, controllers and localization) within an internationally recognized framework.
What are the CT-GaMe prerequisites?
You need the ISTQB Foundation Level (CTFL) certification. ISTQB also recommends some game development or testing experience and an accredited course, but these are not mandatory.
What is the CT-GaMe exam like?
It has 40 questions worth 40 points in total; you pass with 26 (65%). It lasts 60 minutes, or 75 if you don't take it in your native language. Most questions are K2 (understand).
Is game testing just playing all day?
No. The syllabus is clear: testers rarely just play. Their job is to verify that the game meets its specification, which means repeating scenarios many times, documenting defects and applying test techniques.
Which syllabus version is current?
Version 1.0.1, released on October 21, 2022, and provided by the Russian ISTQB board (RSTQB).
Which languages is the CT-GaMe exam available in?
At the time of writing, iSQI offers it in English, French and Brazilian Portuguese. If it isn't your native language, you get 25% extra time, and the certification is worth the same in any language.
Does Cool Testers offer a CT-GaMe course?
Not at the moment. We recommend starting with the ISTQB Foundation Level (CTFL 4.0) course, which is a prerequisite, and preparing with the official syllabus and sample exam.
