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Game Development Game Testing and QA Flashcards
60 question-and-answer cards covering Game Testing and QA as it is examined in Game Development. 24 of them are printed below, taken from across the deck — no signup, no paywall on the preview.
24 sample cards from the Game Testing and QA deck
Sampled from the end of the deck, so these are different cards from the ones shown on the syllabus page.
What makes steps to reproduce (STR) effective in a bug report?
They are clear, numbered, minimal, and deterministic so anyone can follow them to reliably recreate the bug — including preconditions, exact inputs, and the build/environment used.
What is a regression bug versus a reopened bug in tracking systems?
A regression bug is a previously working feature that broke due to new changes; a reopened bug is one marked fixed that verification proved is still present, so it is returned to the developer.
What is the purpose of Reporting and Documentation in QA?
To communicate testing status, coverage, defects, and quality risks to stakeholders and to create a durable record enabling reproducibility, traceability, and informed release decisions.
What is a test plan?
A formal document defining the scope, objectives, approach, resources, schedule, environments, entry/exit criteria, and deliverables for the testing effort.
What is a test summary (test closure) report?
A document produced at the end of a test cycle summarizing what was tested, results, defect statistics, coverage, outstanding risks, and a recommendation on release readiness.
Define defect density and give its formula.
The number of confirmed defects per unit size of the product (e.g., per KLOC or per feature): $$\text{Defect density} = \frac{\text{number of defects}}{\text{size (KLOC or module count)}}$$
Define Defect Removal Efficiency (DRE) and its formula.
The proportion of defects found before release relative to all defects: $$\text{DRE} = \frac{D_{\text{pre-release}}}{D_{\text{pre-release}} + D_{\text{post-release}}} \times 100\%$$
What is test coverage, and give a basic formula.
The degree to which testing exercises the product. A common form: $$\text{Coverage} = \frac{\text{items tested}}{\text{total items}} \times 100\%$$ (items may be requirements, code lines/branches, or features).
What is a traceability matrix?
A document mapping requirements to their corresponding test cases (and defects), ensuring every requirement is tested and enabling impact analysis when requirements change.
What is User Feedback in the context of game QA?
Information gathered directly from players — via surveys, reviews, forums, in-game reports, and telemetry — about their experience, problems, and preferences, used to guide fixes and design improvements.
Differentiate qualitative from quantitative user feedback.
Qualitative feedback is descriptive/subjective (comments, interviews, open-ended survey answers) revealing why; quantitative feedback is numeric/measurable (ratings, telemetry, completion rates) revealing how much or how many.
What is the Net Promoter Score (NPS) and how is it computed?
A loyalty metric from a 0–10 'how likely to recommend' question: $$\text{NPS} = \%\,\text{Promoters} - \%\,\text{Detractors}$$ where promoters score 9–10, passives 7–8, and detractors 0–6; the score ranges from $-100$ to $+100$.
What is a Focus Group in game development?
A moderated small-group discussion (typically 6–10 target players) gathering guided qualitative opinions and reactions about a game's concept, features, art, or experience.
Give one advantage and one limitation of focus groups.
Advantage: rich, interactive qualitative insight and group discussion revealing attitudes and reasoning. Limitation: results can be biased by dominant participants or groupthink and are not statistically representative of the whole player base.
How does a focus group differ from a usability test?
A focus group elicits opinions and attitudes through discussion (often about concepts, before or without hands-on play); a usability test observes individuals actually playing to measure how well they can use the game.
What is A/B Testing in games?
A controlled experiment comparing two variants (A = control, B = variant) by randomly splitting users between them and measuring which produces better results on a chosen metric (e.g., retention, conversion, click-through).
What is the role of a control group and randomization in A/B testing?
The control group receives the existing/unchanged version as a baseline; random assignment of users to groups removes selection bias so any measured difference can be attributed to the change rather than to differing user populations.
What is statistical significance in A/B testing, and what does a p-value represent?
Statistical significance indicates a result is unlikely due to random chance. The p-value is the probability of observing a difference at least as extreme as measured if the null hypothesis (no real difference) were true; commonly $p < 0.05$ is treated as significant.
What is conversion rate in an A/B test, and how is lift calculated?
Conversion rate is $\frac{\text{conversions}}{\text{users in variant}}$. Relative lift of B over A is $$\text{Lift} = \frac{CR_B - CR_A}{CR_A} \times 100\%$$
Why is adequate sample size important in A/B testing?
Too small a sample yields unreliable results with high variance and cannot detect real differences; a sufficient sample gives enough statistical power to distinguish a true effect from random noise for the desired significance and effect size.
What is multivariate testing and how does it differ from A/B testing?
Multivariate testing varies multiple elements simultaneously to evaluate combinations and interaction effects, whereas A/B testing compares two whole variants differing (ideally) in a single change. Multivariate needs much larger samples.
What is a hypothesis in an A/B test, and give an example?
A testable prediction stating an expected effect of a change on a metric. Example: 'Changing the tutorial button color to green (B) will increase day-1 retention compared to the current blue (A).'
What is 'severity triage' in bug tracking, and who typically performs it?
The process of reviewing incoming bugs to assign/adjust severity and priority and decide which to fix in which build — typically done in a triage meeting by leads, producers, QA, and developers together.
What distinguishes verification from validation in QA?
Verification asks 'are we building the product right?' (conformance to specification); validation asks 'are we building the right product?' (does it meet user needs and expectations). Functional tests verify; usability/playtesting validates.
What this deck covers
The Game Testing and QA deck follows the Game Development Game Testing and QA syllabus — 3 chapters and 9 topics — so questions land on material that is genuinely examinable rather than trivia around it. That works out to roughly 20.0 cards per chapter.
Answers are written to be recallable, not just readable — averaging about 206 characters, which is long enough to carry the reasoning and short enough to say out loud.
A deck like this earns its keep on the second and third pass. Read the syllabus first so you know the shape of the subject, then use the cards to find the specific facts that have not stuck.
Game Testing and QA flashcards FAQ
How many Game Testing and QA flashcards are in this Game Development deck?
60 cards. This page previews 24 of them, sampled evenly across the deck so you can judge the difficulty before installing anything.
Are these Game Development flashcards free?
Yes. The preview here is free to read with no signup, and the full 60-card deck is free inside the Examius app.
What do the Game Testing and QA cards cover?
They follow the Game Development Game Testing and QA syllabus — 3 chapters and 9 topics — so the questions track what is actually examinable.
How should I use these flashcards?
Read the syllabus first so you know the shape of the subject, then drill the deck. Examius schedules each card with spaced repetition, so cards you keep missing come back sooner and ones you know drift further apart.