Quality Assurance in Video Games

Quality Assurance in Video Games

Overview




This microcredential qualifies individuals to perform Quality Assurance (QA) functions in video game development, understanding their role in the production cycle. The program covers bug report writing, the application of testing methodologies, and the use of incident management tools, as well as the certification requirements of distribution platforms.

Goals

The overall objective of this micro-credential is to train professionals capable of performing Quality Assurance functions in video game development studios, providing them with the necessary technical, methodological and communication skills to guarantee the quality of the products.


Specific objectives:

  1. Understanding the role of QA in the video game development life cycle and its importance to the success of projects.
  2. Master the techniques of identifying, classifying, and reporting defects in a professional and effective manner.
  3. Apply different testing methodologies (functional, regression, exploratory, compatibility) adapted to the needs of each project.
  4. Use professional defect tracking tools (Jira, Trello, DevTrack) efficiently.
  5. Understand the certification standards of the main platforms (Sony, Microsoft, Nintendo) and their technical requirements.
  6. Develop effective communication skills with multidisciplinary development teams.
  7. To prepare students for their entry into the labor market by creating a professional QA portfolio.

Access requirements

  • Students must be between 25 and 64 years old on the date the training begins.
  • A university degree will not be required to obtain this micro-credential. However, students wishing to obtain it must meet the following entry requirements: a high school diploma or equivalent professional certificate.
  • No additional access requirements are established.

Academic program

Contents

MODULE 1 – Introduction to Quality Assurance in Video Games

  • What is QA and why is it fundamental in video game development?
  • The development life cycle and the role of the tester
  • Differences between QA, QC and testing

MODULE 2 – Testing Fundamentals

  • Types of testing: functional, regression, smoke, exploration
  • Agile and waterfall methodologies applied to QA
  • Basic documentation: test cases, bug reports, and test plans

MODULE 3 – Bug Detection and Reporting

  • Anatomy of a bug: severity, priority, and reproducibility
  • Tracking tools: Jira, Trello, DevTrack
  • Writing effective bug reports with practical examples

MODULE 4 – Functional and gameplay testing

  • Testing of core mechanics and game systems
  • Verification of controls and input on different platforms
  • UI/UX and accessibility testing
  • Practical cases: bug detection in real builds

MODULE 5 – Compatibility and Platform Testing

  • PC testing: hardware, drivers, and configurations
  • Console testing: certification and technical requirements
  • Mobile testing: devices, resolutions, and performance

MODULE 6 – Performance and optimization

  • Detection of framerate drops and stuttering
  • Load testing and system limits
  • Memory analysis and crashes

MODULE 7 – Content and Localization Testing

  • Testing of texts, audio and visual assets
  • Basic linguistic localization and testing

MODULE 8 – Tools and automation

  • Capture tools: screenshots, videos, and logs
  • Introduction to test automation
  • Basic scripting for QA

MODULE 9 – Certification and compliance

  • Certification requirements: Sony, Microsoft, Nintendo
  • Quality standards and TRC/TCR

MODULE 10 – Professional practice and portfolio

  • Full test cycle simulation
  • Creation of a QA portfolio and specialized CV
  • Best practices, team communication, and career development

Methodology and activities

The training activities to be carried out during the delivery of the micro-credential will be:

  • Theoretical classes: expository, explanatory or demonstration sessions of the contents and knowledge.
  • Practical classes: sessions of practical application of the content developed in the theoretical classes, through the resolution of applied exercises with professional QA tools (Jira, bug tracking systems, etc.)
  • Seminars, workshops, or other complementary activities: monographic sessions that encourage student participation. They are supervised by the course instructors.
  • Independent work: independent and self-regulated activity of the student based on the proposed documentation and guidelines.
  • Tutoring (individual, group): activity in which the teaching staff attends to, facilitates and guides one or more students in the training process.
  • Assessment: Continuous assessment tests will be conducted. The tests will be online and will consist of questionnaires and practical exercises.

Regarding the way to organize the teaching to achieve the objectives set out in the micro-credential, the following organizational methods will be followed:

  • Lectures/expository method: presentation or explanation by the teaching staff.
  • Practical classes: activities supervised by the teaching staff using professional QA tools.
  • Seminars: carrying out exercises, solving problems or practical cases.
  • Personal study: test preparation and review of materials.
  • Assessment: written, oral or practical tests.
  • Tutoring: instruction period in which teachers and students interact.
  • Active methodologies: project-based learning, case studies, problem-solving. These are aimed at making learning a participatory process and are based on student engagement.

Evaluation criteria

The microcredential will have an evaluation system (ES) based on the following tests:

  • Objective tests (true/false, multiple choice, test-type, fill-in-the-blank, ordering, etc.): These are measurement instruments that allow the evaluation of knowledge, skills, performance, aptitudes, etc. The answers are closed-ended, and objectivity is favored during the scoring process (40%).
  • Case studies, exercises and problems: simulation of the complete testing cycle (40%).
    Attendance, participation or attitude in teaching activities, seminars, tutorials: monitoring of student attendance and participation in teaching activities (20%).
  • To pass the micro-credential, it will be necessary to obtain a minimum grade of 5 out of 10 in the overall assessment, and attendance at at least 80% of the synchronous sessions is mandatory.

General information

Credits: 3 ECTS

Duration: 01/05/2026 – 27/05/2026

Teaching modality: Virtual

Location: The classes will be taught via the server of
ACADEVI's Discord server, which has specific spaces for training, discussion forums, and presentation practice.
Schedule: Monday to Friday 6:00 PM - 8:00 PM

Registration fee: €65.25

Valued at: €217.50

Registration
More info and registration help

The cost of tuition for this Microcredential will be subsidized by the 'Plan for the development of university microcredentials', investment 6 of component 21 of the Addendum to the 'Recovery, Transformation and Resilience Plan', financed by the European Union – Next Generation EU, year 2025.

Flexibility

Short courses available in various formats (in-person, online, or hybrid). Ideal for learning without interrupting your professional life.

Employability

Content created and delivered by professionals and experts in the field, designed for immediate application.

Certification

Endorsed by the University of La Laguna. You will receive an official ECTS certificate, valid in the European Higher Education Area.

Teaching staff

Dácil Ione Afonso González

A QA Analyst in the video game industry, she works on quality assurance and process improvement within development teams. She is an industrial engineer with prior teaching experience, which influences her communication and knowledge-sharing skills. In addition to her work, she is actively involved in the community as a Business Representative at ACADEVI and a contributor to The Gaming Business.

Jesús Miguel Torres Jorge

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