As an aspiring QA expert working in the game QA, I’ve come to realize that writing test cases isn’t just about checking if something works. it’s about building clarity, structure, and repeatability into how we test evolving game features. In this blog, I share how I personally approach crafting test plans. While I’m still learning and growing in this field, the practices I describe here have helped me contribute to stronger test coverage, smoother handovers, and more confident releases. Whether you're just starting out or figuring out your own test strategy, I hope this breakdown gives you useful insights or even just a fresh perspective on how to think about writing better test plans in games.
Before getting into test cases, I start with one goal that is understand the feature completely. That means going beyond just reading the documentation. I go through the feature design docs, explore the feature in the build if available, and try to see it from the developer’s perspective. If I have access to the code or architecture, I use that to understand how things actually work under the hood. This helps me test with intent, not just based on what’s visible, but based on what the feature is supposed to achieve. It’s how I make sure I’m aligned with both the implementation and the vision behind it.
Test cases without direction waste time. So once I understand the feature, I set measurable goals that guide every test I write.
I treat each test like a reverse bug report “If this fails, what kind of bug would I report?” This mindset keeps the focus sharp because at the core,
the primary goal of software testing is to identify defects. I make sure my test cases are easy to follow and allow testers to stay in flow without second-guessing the steps.
I also balance broad coverage with smart prioritization, targeting high-severity risks without overloading the test cycle. The objective here is simple:
Test smart, not just test more.
Once the testing goal is set, I break the feature down into a modular structure. I start by organizing everything from the top level: feature → sub-feature → components. This hierarchy helps me stay organized and ensures I don’t miss critical paths. I prioritize test design in this order: positive cases first, then negative scenarios, and finally the edge cases. Each of these gets structured into folders with relevant tags, making the test plan scalable and reusable for future versions or similar features. It also makes it easier for anyone to pick up the plan, contribute, or adapt it without getting lost in someone else’s logic.
While writing tests, I always keep the execution team in mind. I estimate real execution time by actually walking through the test steps no guesswork. This helps me define how many testers are needed to achieve full coverage within project timelines. I also archive all the required test data like save files, in-game states, or specific settings so that future runs are consistent and don’t start from scratch. Every test is structured to be easy to pick up, reuse, or evolve for upcoming versions. It’s more than documentation, it’s a hands-on guide designed for smooth and repeatable execution.
Modern games rarely launch on just one platform, so I design my test plans with cross-platform needs in mind. I start by tagging automation-ready test cases these are stable, repeatable, and straightforward to script. Then, I organize the test plan into platform-specific folders, such as PC, Consoles, or VR, so that platform-dependent behavior is clearly separated. At the same time, I identify and mark shared, platform-agnostic cases to maximize reusability across versions. This structure not only supports the manual execution team but also integrates cleanly with automation pipelines if required, making it easier to scale testing efforts without duplication.
To ensure my tests are both efficient and logically comprehensive, I incorporate proven test design techniques throughout the process. I use Boundary Value Analysis (BVA) and Equivalence Partitioning to minimize redundant test cases while maximizing coverage. For interactive systems like menus or gameplay transitions, I apply State Transition Testing to validate how the system behaves across different states. When dealing with complex logic or condition-heavy features, Decision Tables help me map out all possible scenarios. These techniques don’t just reduce effort they uncover deeper bugs with fewer test cases, adding structure and depth to the entire test suit.
I believe that strong test plans are shaped by collaboration, so I always get mine reviewed by the experts and the test execution team. Their input ensures my approach is grounded, practical, and aligned with technical expectations. However, I stay mindful of the “feedback trap” I make sure not to compromise the core intent of the plan just to please everyone. Alongside internal reviews, I also explore community feedback, known issues, and live bug forums to uncover real-world usage patterns and pain points. This keeps my test coverage aligned not only with the specs but also with the player’s perspective.
Traceability is essential not just for audits, but also for staying adaptive in fast-moving agile cycles. I ensure every test case is linked to its corresponding feature ID or Jira ticket, creating a clear connection between the tests and the source requirements. I also maintain traceability matrices to track progress, identify gaps, and show coverage trends. Over time, this helps monitor how test coverage evolves across patches and releases, offering clear insight into what was tested, when, and why. It’s not just documentation it’s visibility and accountability in action
Games aren’t spreadsheets they’re experiential, dynamic, and emotional. That’s why I rely on more than just functional correctness when testing.
I incorporate game-specific Player
Expectations and Experience-Based Checks, drawing from elements like immersion breaks, control feedback, gameplay fatigue, and even genre-specific expectations. My approach goes
beyond checking if something works I also ask, “Does this feel right for the player?” This judgment-driven layer adds a deeper, experience-oriented perspective to my test planning
and execution.
Game features evolve constantly through patches, player feedback, and balance updates. To ensure my test plans remain relevant and usable over time, I treat them like living documents. I version-control every iteration, archive deprecated test cases instead of deleting them, and create delta plans that focus only on what’s changed. This way, I avoid rewriting everything from scratch and maintain flexibility as the product evolves. A dynamic feature needs a dynamic test strategy.
I design my test plans to seamlessly integrate with industry-standard tools that support execution and collaboration. For test case management, I align with platforms like TestRail, Jira, or QMetry. Documentation lives on Confluence, while Miro helps visualize test flows and dependencies. For gameplay analysis, I use tools like OBS and internal logs to verify behavior. This tool-aware approach keeps the test plan executable, adaptable, and easy to maintain across cross-functional teams.
Games often rely on dynamic, context-specific data, which can make testing unpredictable. To ensure consistency, I archive frequently used game states, save files, and configurations. I also simulate edge-case scenarios like progress interruptions or transitions between unstable states, to validate stability under stress. Reducing randomness and external variables helps make tests reproducible and debugging significantly faster.
Once a feature is shipped or a release is complete, I don’t just move on, I reflect. I analyze the bugs that slipped through the cracks, re-evaluate test cases that were deprioritized but turned out to be crucial, and document new edge cases uncovered during real-world testing. These insights feed directly into future plans, helping me refine my approach with each cycle. Every test plan becomes a learning tool, evolving with experience and outcomes.
This is how I approach test planning structured, intentional, and always evolving. While every feature brings its own challenges, having a solid system helps me stay confident and adaptable, even in fast-paced game environments.
But we’re also in a time where testing is changing. With the rise of AI tools and automation, we now have the opportunity to take these structured approaches and scale them. Imagine a system that learns from your test objectives, feature breakdowns, and past bugs and generates a strong draft test plan or even scripts tests directly based on that.
The fundamentals I’ve shared here could be the building blocks for that kind of system. It won’t replace human judgment especially in games, where player experience matters but it can save time, increase consistency, and let QA focus more on strategy and less on repetition.
Testing smarter isn’t just about how we design today it’s about preparing for how we’ll test tomorrow.