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Game Tester Course
More than 2 million students worldwide

Game Tester Course

Break into the game industry with the skills studios actually hire for. This course covers the full QA lifecycle — from writing your first test case to preparing a game for platform certification. Whether you want to go freelance or land an in-house role, you'll graduate ready to contribute on day one.

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What you'll learn:

You'll learn how game testing fits into every stage of development, from pre-production through post-launch support. The course teaches you to write professional test cases, file high-quality bug reports, and manage defect tracking using industry-standard tools. You'll gain hands-on knowledge of functional, multiplayer, performance, and localisation testing across multiple platforms. You'll also study platform certification requirements and learn how to execute technical compliance checklists. By the end, you'll have a portfolio of real QA artefacts and a clear strategy for landing your first game testing job.

How you study in practice Game Tester Course

How you practise Game Tester Course

For businesses looking to train their team

With Dedika for businesses, the course includes exercises and examples tailored to your own business and the way your company needs.

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Course content

8 Chapters • 39 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Foundations of Game Testing

  • Lesson 1 • The Game Development Pipeline

    Maps the stages from concept to ship and locates QA within each phase. Establishes context for every testing activity covered later.

  • Lesson 2 • Roles and Responsibilities in QA

    Defines tester, lead, and QA manager duties and how they interact with developers and producers. Clarifies career paths within game QA.

  • Lesson 3 • Types of Game Testing

    Surveys functional, compatibility, localisation, compliance, and playtesting categories. Students can select the correct test type for a given scenario.

  • Lesson 4 • Core Testing Concepts and Terminology

    Introduces defect, test case, test plan, and coverage so students share a common vocabulary. Accurate terminology is required for all later chapters.

  • Lesson 5 • Ethics and Professionalism in QA

    Covers NDA obligations, crunch culture awareness, and respectful team conduct. Sets behavioural expectations carried throughout the course.

Chapter 2See details

Setting Up the Testing Environment

  • Lesson 1 • Network and Multiplayer Lab Setup

    Guides students through configuring local networks and simulating online conditions. Reliable network setup is essential for multiplayer and live-service testing.

  • Lesson 2 • Hardware and Platform Configuration

    Covers console dev kits, PC specs, and mobile device setup for testing builds. Proper configuration prevents false positives caused by environment issues.

  • Lesson 3 • Test Environment Documentation

    Teaches students to record environment specs so defects can be reproduced accurately. Thorough documentation reduces back-and-forth with developers.

  • Lesson 4 • Build Management and Version Control

    Explains how builds are distributed, labelled, and tracked across test cycles. Students learn to always test the correct build version.

Chapter 3See details

Test Planning and QA Strategy

  • Lesson 1 • Agile and Sprint-Based QA

    Integrates QA activities into sprint ceremonies, definition of done, and continuous integration pipelines. Agile QA prevents defect accumulation across iterative development cycles.

  • Lesson 2 • End-of-Project QA Wrap-Up

    Covers final regression passes, go/no-go criteria, lessons-learned documentation, and test asset archiving. A structured wrap-up preserves knowledge for sequels and patches.

  • Lesson 3 • Test Metrics and Reporting

    Tracks defect density, test execution rate, pass/fail ratios, and coverage to measure QA health. Metrics give stakeholders objective data to make ship/no-ship decisions.

  • Lesson 4 • Risk-Based Testing Prioritisation

    Applies risk analysis to focus testing effort on high-impact, high-probability failure areas. Risk-based prioritisation maximises defect detection within limited time budgets.

  • Lesson 5 • Writing a Game Test Plan

    Defines the scope, objectives, resources, schedule, and exit criteria of a test plan document. A clear test plan aligns the entire team on QA goals and constraints.

Chapter 4See details

Writing Effective Test Cases

  • Lesson 1 • Test Design Techniques

    Applies equivalence partitioning, boundary analysis, and decision tables to game scenarios. Systematic techniques maximise defect detection with fewer test cases.

  • Lesson 2 • Reviewing and Maintaining Test Cases

    Establishes peer review processes and update workflows to keep test cases accurate over time. Outdated test cases produce misleading pass results.

  • Lesson 3 • Reading Game Design Documents

    Trains students to extract testable requirements from GDDs, feature specs, and patch notes. Accurate requirement analysis drives complete test coverage.

  • Lesson 4 • Test Case Structure and Format

    Defines the fields of a professional test case: ID, preconditions, steps, expected result, and priority. Consistent format enables efficient review and execution.

  • Lesson 5 • Building a Test Suite

    Organises individual test cases into suites aligned with features, milestones, and risk levels. A well-structured suite supports efficient regression and sprint testing.

Chapter 5See details

Bug Reporting and Defect Tracking

  • Lesson 1 • Regression Testing After Fixes

    Teaches verification of fixes and targeted regression to catch regressions introduced by patches. Closing the loop on fixed bugs prevents recurring defects from shipping.

  • Lesson 2 • Defect Triage and Prioritisation

    Explains the triage meeting process where QA, developers, and producers rank and assign defects. Students learn to advocate for bug priority with data and impact analysis.

  • Lesson 3 • Anatomy of a High-Quality Bug Report

    Breaks down every field: title, severity, priority, steps to reproduce, expected vs. actual, and attachments. Each field directly affects how quickly a bug is fixed.

  • Lesson 4 • Defect Severity and Priority Classification

    Defines crash, blocker, major, minor, and cosmetic severity levels with game-specific examples. Correct classification ensures the team addresses the most critical issues first.

  • Lesson 5 • Using Bug Tracking Systems

    Covers workflows in industry-standard defect management tools: creating, updating, and closing tickets. Efficient tool use keeps the defect database accurate and actionable.

Chapter 6See details

Functional and Gameplay Testing

  • Lesson 1 • Progression and Save System Testing

    Tests XP gain, unlocks, save/load integrity, and checkpoint behaviour across sessions. Progression bugs can permanently corrupt player data and require rollback.

  • Lesson 2 • UI and Menu System Testing

    Validates navigation flows, text truncation, button states, and accessibility options across resolutions. UI defects directly impact player experience and platform certification.

  • Lesson 3 • Edge Case and Boundary Testing

    Explores extreme inputs, inventory limits, map boundaries, and simultaneous event triggers. Edge cases expose defects that standard test paths miss entirely.

  • Lesson 4 • Audio and Visual Effects Testing

    Checks audio cues, music transitions, visual effects timing, and graphical fidelity against design specs. Missing or misaligned audio-visual feedback breaks player immersion.

  • Lesson 5 • Testing Core Gameplay Mechanics

    Covers movement, combat, physics, and AI behaviour testing with systematic input variation. Mechanics testing forms the largest portion of functional QA work.

Chapter 7See details

Multiplayer and Network Testing

  • Lesson 1 • Live-Service and Update Testing

    Covers testing seasonal content, patches, and server-side configuration changes in live environments. Live-service bugs affect all active players simultaneously and require rapid response.

  • Lesson 2 • Matchmaking and Lobby Testing

    Validates player search, party formation, region selection, and session join flows. Matchmaking failures prevent players from accessing core online content.

  • Lesson 3 • Multiplayer Architecture Fundamentals

    Explains client-server and peer-to-peer models and their implications for testing strategy. Understanding architecture determines which defects are client-side vs. server-side.

  • Lesson 4 • Disconnection and Reconnection Handling

    Tests graceful degradation when players drop, reconnect, or experience host migration. Poor disconnection handling causes data loss and negative player experiences.

  • Lesson 5 • Latency and Desync Testing

    Uses network simulation tools to test gameplay under high latency, packet loss, and jitter. Desync defects are amongst the hardest to reproduce without controlled conditions.

Chapter 8See details

Platform Certification and Compliance Testing

  • Lesson 1 • Technical Requirements Checklist Execution

    Walks through executing a technical requirements checklist (TRC/TCR) systematically against a build. Methodical execution prevents missed requirements that block certification.

  • Lesson 2 • Platform Certification Requirements Overview

    Surveys the functional, technical, and content requirements imposed by major platform holders. Certification failure delays launch and incurs resubmission costs.

  • Lesson 3 • Save Data and Storage Compliance

    Tests save data limits, corruption handling, storage warnings, and cloud sync behaviour per platform rules. Save data defects are amongst the most common certification failures.

  • Lesson 4 • Accessibility and Rating Compliance

    Validates subtitle options, colourblind modes, and content descriptors against platform and rating board standards. Accessibility gaps can block certification and limit audience reach.

  • Lesson 5 • Preparing the Certification Submission

    Covers compiling test evidence, writing the submission checklist, and coordinating with the publisher. A complete, accurate submission package minimises certification round-trips.

Certification

Your valid completion certificate

This course is for you:

  • Passionate gamers: eager to turn a hobby into a legitimate industry career.

  • Career changers: seeking a realistic entry point into the game development world.

  • Recent graduates: looking for structured, portfolio-building skills employers can verify.

  • Customer support agents: already working in tech and ready to shift into QA.

  • Indie developers: wanting to understand professional testing before shipping their own titles.

  • Freelancers: aiming to add certified game testing services to their client offerings.

What our students say

Your lessons are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of interest without needing to change platforms... I'm grateful for everything you do, I've already recommended you to other people...
Giulio Carlo
Giulio CarloDigital Marketing Student
I like how the lessons are straight to the point and how I can change chapters and skip content I don't need.
Mariana Ferres
Mariana FerresPhotography Student
I like the content and the way videos are presented and transcribed, which speeds up the process!
Luciana Alvarenga
Luciana AlvarengaNail Design Student
The platform is fast and simple to use. The diversity of content and complementary videos really help with learning.
André Felipe
André FelipePrompt Engineering Student

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