
Certified Tester Game Testing
Domain 5Objective 3
Basic Stages of Game Level Design and Testing CT-GAME Practice Questions (Page 1)
Part of the Game Level Testing domain, which makes up ~9% of our current practice bank. ISTQB does not publish an official question count, but from its 60-minute exam (~25–40 total, ~2–4 in this domain), expect 1–1 from this objective — we provide 28 practice questions to prepare you well beyond it. (estimate)
28questions here
6free pages
5concepts
Questions 1–5
- 1
A level has passed all functional and gameplay tests. However, during a final performance test, the frame rate drops significantly in one area with many particle effects. The team must decide whether to ship the level as-is or optimize. What is the most important factor in this decision?
Select an answer first - 2
During the blockout stage, testers find that a particular jump is impossible to make with the current player movement speed. The designer is confident the jump should be possible. What is the best way to resolve this discrepancy?
Select an answer first - 3
A level designer is creating a tutorial level for a complex strategy game. The goal is to teach the player the core mechanics without overwhelming them. Which fundamental level design principle is most important here?
Select an answer first - 4
A level designer has just finished a blockout (grey-box) of a new multiplayer arena. Before investing time in art assets and lighting, the team wants to verify that the core layout supports the intended 5v5 combat flow. Which testing activity should be performed at this stage?
Select an answer first - 5
A QA tester is testing a level for the first time. They find a spot where the player can jump onto a ledge that was not intended to be accessible, allowing them to skip a large portion of the level. What is the tester's primary responsibility?
Select an answer first
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