Specialist certification guide
CT-GaMe v1.0.1: Game Testing
Consider this qualification when you test games and want to organize investigation across mechanics, presentation, input devices and localization. Check the entry requirements below before you book.
Syllabus: ISTQB CT-GaMe Syllabus v1.0.1, Exam facts checked: October 4, 2026
Is CT-GaMe the right certification for you?
Consider this qualification when you test games and want to organize investigation across mechanics, presentation, input devices and localization.
When to choose another route: If your main gap is general test analysis, strengthen that foundation before relying on familiarity from playing games. Compare CT-UT for evaluation methods or CT-MAT for mobile operating conditions when those are the dominant challenge.
Exam at a glance
40multiple-choice questions
40total available points
26 / 40minimum passing score in points
60 minstandard exam duration
These figures describe CT-GaMe v1.0.1. Use the listed point threshold, rather than assuming a fixed number of correct answers on a weighted exam.
Source: Official exam structures and rules. Appointment arrangements and any approved extra time must be confirmed with your provider.
How the exam is weighted
Question count and available points are different measures. Use the chapter allocation to set priorities, then check your own weak learning objectives. Every chapter remains examinable.
| Syllabus chapter | Questions | Points | Question share |
|---|---|---|---|
| 1. Specificity of Game Testing | 4 | 4 | 10% |
| 2. Testing Game Mechanics | 6 | 6 | 15% |
| 3. Graphics Testing | 7 | 7 | 17.5% |
| 4. Sound Testing | 8 | 8 | 20% |
| 5. Game Level Testing | 5 | 5 | 12.5% |
| 6. Game Controllers Testing | 5 | 5 | 12.5% |
| 7. Localization Testing | 5 | 5 | 12.5% |
| Total | 40 | 40 | 100% |
Start your planning with Sound Testing, which accounts for 8 of 40 questions. Give additional attention to difficult application and analysis objectives. Question share alone is not a personal study timetable.
Source: ISTQB Exam Structures & Rules Tables v1.19, checked October 4, 2026.
Entry requirements
CTFL and sufficient practical experience are required. Confirm the precise experience criteria and evidence with your board or exam provider. This guide does not invent a universal number of years.
Also known as: CT GaMe, Game Testing, Certified Tester Game Testing.
Source: Official syllabus and qualification overview.
What the syllabus covers
Use these chapters to organize your reading. The practice prompts are our editorial guidance. Use the official learning objectives to check the required depth.
Chapter 1: Specificity of Game Testing
Connect the game concept and team roles with a test approach. Separate the rules being checked from subjective preferences about the experience.
Chapter 2: Testing Game Mechanics
Define repeatable expectations for a game mechanic, then investigate boundaries and interactions. Explain how a defect could change progression or scoring.
Chapter 3: Graphics Testing
Record graphics behavior with the relevant device, settings and reproduction conditions. Distinguish a presentation defect from a performance assumption you have not measured.
Chapter 4: Sound Testing
Investigate sound timing and interaction using explicit expected behavior. Include interruptions and state changes in a small example.
Chapter 5: Game Level Testing
Choose coverage for a game level using its intended paths and constraints. Explain what exploratory play contributes beyond a list of known cases.
Chapter 6: Game Controllers Testing
Trace controller actions through state and input conditions. Consider how repeated, combined or interrupted actions affect the game.
Chapter 7: Localization Testing
Review a translated version for layout, conventions and behavior as well as wording. Keep a reproducible example of a localization finding.
Source: ISTQB CT-GaMe Syllabus v1.0.1. ISTQB and the syllabus authors own the official syllabus. The study prompts above are original editorial guidance.
How to prepare
The suggestions below are our editorial advice, not ISTQB requirements.
- Use a small game concept to connect mechanics, presentation and input risks.
- Practice recording precise reproduction steps and relevant environment information.
- Compare structured coverage with exploratory sessions and explain what each adds.
- Review localization beyond word translation, including layout and behavior.
Try this study exercise
Invent a simple puzzle game with a timer, scoring and saved progress. Write test ideas for rules, interrupted play, controller input and a longer translated label. Separate repeatable defects from a subjective preference about difficulty. Explain how you would give a developer enough context to reproduce one issue without claiming that your play session covered the whole game.
A study plan with milestones
Use four passes through the material rather than a guaranteed number of weeks. The pace depends on your experience and available study time. This plan is our editorial recommendation, not an official course duration.
| Pass | Focus | Evidence of progress |
|---|---|---|
| 1. Orient | Read the learning objectives and Specificity of Game Testing, Testing Game Mechanics, Graphics Testing | A chapter map with terms you can explain and objectives you cannot yet demonstrate. |
| 2. Apply | Sound Testing, Game Level Testing, Game Controllers Testing, Localization Testing | A game-test portfolio with reproducible mechanic, audiovisual, controller and localization findings, each tied to a stated expectation. |
| 3. Diagnose | Take the matching official sample without looking at the answers | An error log separating missing knowledge, reasoning mistakes and rushed reading. |
| 4. Consolidate | Rework weak objectives and repeat the relevant exercises | A reasoned explanation of corrected answers, plus a confirmed exam version and booking checklist. |
For each uncertain answer, record the learning objective, why your choice seemed plausible, the official explanation and the example you will use to check your understanding again. Revisit guesses even when they happened to be correct.
Use the official sample exams
Take one sample under timed conditions before you open the answers, then review every guess as well as every wrong answer. Our sample exam guide shows how to turn a practice score into a study plan.
Before you book
Confirm the exam version, language and your eligibility with the provider before you pay. Use our booking checklist, the USA and India guides, and the exam day checklist.
Common questions
Is playing games enough to prepare for CT-GaMe?
No. Familiarity provides context, but the syllabus requires testing concepts and approaches. Practice recording risks, selecting coverage and producing reproducible evidence.
Does CT-GaMe require practical experience?
Yes. The official overview lists CTFL and sufficient practical experience. The relevant board or provider determines the specific criteria and evidence.
Can game difficulty be reported as a defect?
First establish the intended expectation and evidence. A personal preference about difficulty is different from a repeatable violation of an agreed mechanic or requirement.
Why test graphics and sound separately?
They have distinct behaviors and failure conditions. In a study example, identify each expectation and then investigate their interactions rather than treating audiovisual quality as one vague judgment.
Related certification guides
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Fees and booking
Use our exam fees overview to compare exam prices, taxes, retake charges and booking terms. Check the dated fee records in our USA guide or India guide. For other countries, use the member board directory to find the appropriate booking route. Confirm the final amount and terms directly with your provider.
Sources and how we checked
Syllabus and exam facts checked on October 4, 2026. Scope summaries are based on the official documents linked below. Decision advice, study routines and the worked exercise are our editorial guidance. Provider availability and booking terms can change.