Testing Fundamentals for Games Quiz Quiz

Assess your understanding of core principles and key methods in game testing, including bug identification, test documentation, and gameplay validation. This quiz provides practical scenarios to evaluate your knowledge of testing fundamentals relevant to modern game development.

  1. Identifying Game Bugs

    During a playtest, a character gets stuck behind an invisible barrier and cannot move forward. What kind of bug does this describe?

    1. Art asset bug
    2. Localization bug
    3. Collision bug
    4. Sound bug

    Explanation: A collision bug occurs when the boundaries that define where objects or characters can move are inaccurately placed, leading to situations like a character being unable to move past an invisible barrier. Art asset bugs are related to visuals or textures not displayed properly. Sound bugs involve issues with music or audio effects, while localization bugs concern language translation or regional adaptation problems. Only collision bugs relate to movement and physical barriers in a game environment.

  2. Types of Game Testing

    Which type of testing focuses on how smoothly a game runs on various hardware setups by measuring frame rates and loading times?

    1. Unit testing
    2. Performance testing
    3. Exploit testing
    4. Usability testing

    Explanation: Performance testing assesses how well a game performs on different devices, looking at things like frame rates, loading times, and memory use. Usability testing studies how easy and enjoyable the game is for players, not its technical performance. Unit testing checks the accuracy of small code sections, and exploit testing looks for ways players might cheat or break game rules. Only performance testing directly addresses technical aspects such as speed and smoothness.

  3. Test Documentation

    What is the main role of a test case document when testing video games?

    1. To create sound effects and music
    2. To outline specific steps and expected outcomes for testing features
    3. To set difficulty levels for each stage
    4. To design concept art for the game's characters

    Explanation: A test case document provides clear instructions and expected results so testers know what to check and how features should behave. Designing concept art and creating sound effects are unrelated to the testing process and pertain to other areas of game development. Setting difficulty levels is part of game balancing, not test documentation. Only outlining steps and expected outcomes aligns with the main purpose of a test case.

  4. Regression Testing in Games

    After fixing a bug where the player's health bar doesn't update, which testing process ensures the fix hasn't caused any new problems in unrelated parts of the game?

    1. Localization testing
    2. Playtesting
    3. Regression testing
    4. Alpha testing

    Explanation: Regression testing involves retesting existing game areas after a fix or update to make sure that old features still work correctly and no new bugs have been introduced. Alpha testing is an early stage of overall game evaluation, often with many features incomplete. Playtesting usually refers to evaluating fun and playability, not technical verification, while localization testing focuses on translations. Regression testing specifically targets the risk of unintended side effects from recent changes.

  5. Negative Testing Example

    A tester enters numbers into a menu expecting a name to be entered, and the game crashes. What kind of testing is this an example of?

    1. Positive testing
    2. Load testing
    3. Stress testing
    4. Negative testing

    Explanation: Negative testing involves intentionally entering invalid or unexpected input to verify that the game responds gracefully, such as entering numbers where text is required. Positive testing, in contrast, uses correct input to verify standard behavior. Load and stress testing focus on how the game handles large numbers of players or extensive activity, not invalid data. The scenario describes negative testing because it tests the game's resilience to incorrect user input.