育碧(Ubisoft)游戏测试工程师笔试题解与分析
育碧(Ubisoft)游戏测试工程师笔试
20260715进行的游戏测试笔试,大概一个小时半时间,要求全英语.
一、 基本信息与岗位意向 (General Information & Intention)
1. When will you be available to start your internship? (Please specify month and year, e.g. March, 2026)
(此处填写个人实际可入职时间,例如:March, 2026)
2. What would be your available internship length?
- Less than 4 months
- 4~6 months
- 6 months
- More than 6 months
3. Are you graduating in June 2026 and looking for full time employment?
- Yes
- No
4. Where are you currently based in? (city in China or country if you are abroad)
(此处填写当前所在地)
5. Below is the basic key information about this position. Please read them carefully and select whether you are available based on them.
Key Information:
- This is an internship position and is only open to current students or students in their gap year.
- This position requires a minimum of six months’ internship, with a minimum working time of five days per week.
- This position requires 8 hours per day, please make sure there is no regular online classes, personal reasons or school arrangements during your internship duration.
- This position is internship only and is not guaranteed to be converted to a permanent employee.
- Yes (Available)
- No
二、 游戏测试专业思维 (Game Testing Philosophy)
6. In your opinion, what does a game tester do?
Core Idea: Deconstructing the game with an engineering mindset.
I think game testing is not just playing games. We are not just players who experience the end product; we are the testers who deconstruct the process.
When a tester plays, they must always maintain an engineering mindset and ask critical questions. Take a simple action like “jumping” as an example:
- Underlying Physics & Logic: First, I will analyze the implementation instead of just watching the character jump. I will think about the underlying physics and logic: Is it a parabolic curve calculated with gravity, or a linear displacement (especially when the character has a horizontal speed)? How does the character’s collider change shape or size mid-air?
- Edge Cases: Next, I immediately start brainstorming edge cases: What happens if the character gets knocked back by an enemy at the exact frame they jump? What if they perform a double-jump while sliding against a wall? What is the frame window for jumping off a pixel-perfect ledge?
- Advanced Mechanics & Exploits: Last but not least, I will actively test advanced mechanics like “bunny hopping” or consecutive jumps to see if they break the speed cap, bypass invisible walls, or cause the character to clip out of bounds.
In fact, game testing is about translating play into analysis. We reverse-engineer the developer’s logic with every input we make. By constantly thinking this way while playing, we can catch and resolve critical issues long before the game reaches the public.
7. According to you, what is a bug and what are bug categories. Please give examples to support your idea.
In my opinion, a bug is simply any discrepancy where the actual game behavior does not match the design specification. If something degrades the player experience, breaks immersion, or violates game rules, it is classified as a bug (though occasionally, some bugs might benefit players while hurting the game’s economy or design balance).
Common bug categories include:
- 1. Functional Bugs (功能性缺陷)
- Definition: The game rules or core mechanics do not function as intended.
- Example: A player uses a healing potion from their inventory. The item is consumed and disappears, but the character’s HP bar does not recover.
- 2. Crash and Freeze Bugs (崩溃与挂起)
- Definition: Severe errors that completely interrupt the game session or freeze the game state.
- Example: The game client suddenly crashes back to the desktop when too many players cast particle-heavy skills simultaneously, or the loading screen freezes indefinitely at 99%.
- 3. Physics and Collision Bugs (物理与碰撞缺陷)
- Definition: Issues related to how actors, props, and environments interact physically.
- Example: A character falls straight through a solid terrain mesh into the void underneath the map, or gets permanently wedged between two rocks, losing all movement ability.
- 4. Visual Bugs (美术与视觉缺陷)
- Definition: Graphical glitches that do not block game progress but break visual immersion.
- Example: A weapon model clips straight through the character’s body when sheathed, or localized text overflows the boundaries of its UI container.
- 5. Compatibility Bugs (兼容性缺陷)
- Definition: Performance or functional issues occurring on specific hardware configurations.
- Example: The game runs smoothly on standard aspect ratio phones but suffers from UI stretching and aspect ratio distortion on foldable screen mobile devices.
三、 游戏背景与实测积累 (Game Experience & Bug Hunting)
8. What type of games do you like the most? What’s your favorite game?
Personally, my favorite genres are open-world adventure and RPGs, with Genshin Impact being my most played and favorite title.
I have played Genshin Impact for over 1,600 days, unlocking more than 1,400 achievements. Over these years, I have witnessed the evolution of its map and puzzle designs—from the straightforward terrain of Mondstadt, to the highly complex electro-mechanisms in Inazuma, and finally to the more player-friendly, organic exploration styles of newer regions. This deep commitment gives me a strong grasp of player expectations and mechanical pacing.
Beyond playing, I always keep a tester’s analytical eye active. During closed beta tests for several upcoming large-scale open-world and multiplayer titles, I actively logged and reported several critical defects. For example:
- Camera & Collision Interlocking: In a tight indoor scenario, casting a character’s dash skill caused the camera to clip behind the wall mesh, resulting in uncontrollable camera spinning.
- Logical Loophole / Exploit: Discovered that a mission timer in an interface could be bypassed and skipped entirely by repeatedly closing and re-opening the UI panel.
- Security & Client Validation Defect: Identified that racing mode speed records lacked basic client-side verification, allowing players to manipulate speed values locally.
9. Please list game platforms and game consoles you know.
- PC Platforms: Steam, Epic Games Store, EA App, Xbox App (PC)
- Consoles & Handhelds: PlayStation (PS4/PS5), Xbox Series X/S, Nintendo Switch, Steam Deck, ROG Ally
- Mobile OS: iOS, Android, HarmonyOS
四、 截图缺陷诊断 (Visual Bug Diagnostics)
10. What are the issues you observed in the picture below? Please try to describe the issues with clear sentences.

- Character State Error (角色状态异常): The main character Ezio is floating in mid-air, stuck in a clinging/climbing animation with hands raised. However, there is no physical wall, pillar, or ledge nearby. This indicates an action state bug where the hanging animation is active without a valid collision anchor point.
- UI HUD Contradiction (UI 交互冲突): The button prompt “抓住边缘” (Grab Ledge) is displayed in the top-right corner. This prompt should trigger when a character is falling close to a ledge. Displaying it while the character is already locked in a hanging animation in mid-air shows a contradiction in the UI state machine.
11. What are the issues you observed in the picture below? Please try to describe the issues with clear sentences.

- Severe Mesh/Skeletal Distortion (严重的骨骼/网格畸变): The head and face model of the operator on the right are severely stretched and collapsed, turning facial features inside-out. This points to a skeletal rigging failure or a vertex shader calculation error.
- Skin Weight & Texture Stretching (皮肤权重与贴图拉伸): The operator’s right arm shows unnatural mesh stretching. Parts of the underlying gear model clip out of the sleeve, suggesting incorrect skin weight settings on the joints.
- Accessory Misalignment (配饰挂载点偏移): The tactical cap is floating and clipping through the distorted head mesh, showing that the accessory attachment point is misaligned because the underlying head bone collapsed.
12. What are the issues you observed in the picture below? Please try to describe the issues with clear sentences.

- Debug Info Leaked in UI (调试信息残留):
The window title bar displays
"Riders Republic PID=31644". Process IDs (PIDs) and internal debugging info should be compiled out in release/public test builds. - Localization/Translation Error (本地化翻译错误):
The first card is titled
"外置手". This is likely a poor machine translation of an English gaming term (possibly “Outside Hand” or similar) and lacks proper contextual localization. - Mixed Languages & Untranslated Strings (中英混杂与未翻译文本):
The second and third cards display a mix of Chinese and English (
"蓝色CORNERBACK"and"防守 SPIDER"). Professional football terms like"CORNERBACK"and codenames like"SPIDER"should be fully translated or properly localized rather than leaving raw English strings mixed with Chinese adjectives.
五、 本地化翻译与用例设计 (Translation & Test Cases)
13. Please translate the following sentences into English:
| # | 中文原文 | 英文翻译 (English Translation) |
|---|---|---|
| 1 | 当玩家进入主菜单,手柄断开连接。 | When the player enters the main menu, the controller disconnects. |
| 2 | 当超过5名玩家同时向堡垒发起进攻,游戏死机。 | The game freezes when more than 5 players attack the fortress simultaneously. |
| 3 | 当玩家复活队友时,队友选择从复活点复活,游戏会判定队友被玩家击杀。 | When a player is reviving a teammate, if the teammate chooses to respawn at a checkpoint, the game erroneously registers that the teammate was killed by the player. |
| 4 | 远程武器攻击持盾玩家时,会对盾牌掩护的身体部分造成伤害。 | Ranged weapon attacks still inflict damage on body parts covered by the shield when attacking a shield-holding player. |
| 5 | 从游戏新闻跳转到商店界面时,商店界面的大小超过了游戏界面。 | When redirecting from the game news to the shop, the scale of the shop interface exceeds the game window boundaries. |
14. If you are a tester of Snake (贪吃蛇), please list 5 cases to test the game.
- Case 1: Self-Collision Test (身体碰撞测试)
- Action: Navigate the snake to collide its head with any segment of its own body.
- Expected Result: The game ends immediately, triggering a “Game Over” screen and saving the score correctly.
- Case 2: Border Collision Test (边界碰撞/墙壁测试)
- Action: Drive the snake head-on into the grid boundary.
- Expected Result: In classic mode, it should trigger a Game Over. In “infinite/borderless” mode, the snake should wrap around and emerge from the opposite border.
- Case 3: Food Spawn Logic Test (食物生成算法测试)
- Action: Allow the snake to grow and fill most of the screen, then monitor where the next food item spawns.
- Expected Result: Food must spawn only on unoccupied grids, never overlapping with the snake’s body, tail, or obstacles.
- Case 4: Instant Reverse Input Block Test (反向输入屏蔽测试)
- Action: Press the arrow key directly opposite to the current direction of movement (e.g., pressing Left while moving Right) in a single frame.
- Expected Result: The game should ignore direct 180-degree reverse turns to prevent the snake from overlapping and killing itself.
- Case 5: Game Interruption Recovery Test (外部异常中断测试)
- Action: Simulate an interruption (such as receiving a phone call, locking the screen, or putting the app in the background) during gameplay.
- Expected Result: The game should automatically pause. Upon resuming, it must restore to the exact position, direction, and speed prior to the interruption without lag or score loss.
六、 反馈与总结 (Assessment Feedback)
Would you like to add any complementary feedback on the assessment? (Optional)
(此处选填,可表达对育碧笔试设计的认可及对职位的期待。)
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