Unit of competency Outline
Date retreived
22/07/2026 10:35 PM AWST
22/07/2026 10:35 PM AWST
Whilst all efforts are made to provide accurate and timely information from the relevant source/documentation, please be aware that the information supplied may not be the most current version. The accuracy of the detail has not been confirmed by the Department and therefore should not be relied upon without first confirming the contents.
Create games for mobile devices
Create games for mobile devices
Unit of competency
National Code
ICAGAM528A
ICAGAM528A
State Code
D7831
D7831
TGA Status
Replaced
Replaced
DTWD Status
Replaced
Replaced
State Implementation and Classification
Approved Date
04/11/2011
Field of Education
020115 - Computer Graphics
Original Release Date
04/11/2011
Nominal Hours
60
Description
This unit describes the performance outcomes, skills and knowledge required to create games for mobile devices.
Notes
Elements and Performance Criteria
1. Research and document mobile gaming device technologies
- 1.1 Research, identify and describe current mobile devices suitable for games
- 1.2 Identity a suitable mobile device
- 1.3 Identify technical limitations and constraints of the mobile gaming device
- 1.4 Research and identify tools and technologyfor creating applications for the mobile device
- 1.5 Identify a suitable tool for the mobile gaming device
- 1.6 Research, identify and describe market successful mobile game devices
2. Plan the project
- 2.1 Create or obtain project brief and documents
- 2.2 Identify game production assetsrequired to meet creative and production requirements and technical specifications
- 2.3 Define developer roles and skills
- 2.4 Create a schedule for production and testing
- 2.5 Determine strategies for monitoring production progress against schedule
3. Create game assets
- 3.1 Create graphics assets using
- 3.2 Create music and sound assets
4. Develop game prototype
- 4.1 Develop game prototype using a programming language
- 4.2 Create and check game-play elements according to creative and technical requirements
- 4.3 Test and run game play on mobile device
- 4.4 Identify if the game meets creative, production and technical requirements
5. Evaluate game prototype
- 5.1 Demonstrate initial prototype to relevant personnel
- 5.2 Evaluate against criteria, including achievement of a creative and user-friendly product
- 5.3 Discuss and agree on required changes
- 5.4 Assist if required in tests and user trials
- 5.5 Evaluate feedback from user trials
- 5.6 Confirm endorsement from relevant personnel to develop prototype into complete product
6. Transform prototype into final proof of concept prototype
- 6.1 Make necessary changes as indicated by user trials
- 6.2 Integrate all game elements as required by specifications
- 6.3 Polish the game
The range statement relates to the unit of competency as a whole. It allows for different work environments and situations that may affect performance. Bold italicised wording, if used in the performance criteria, is detailed below. Essential operating conditions that may be present with training and assessment (depending on the work situation, needs of the candidate, accessibility of the item, and local industry and regional contexts) may also be included.
Mobile devices may include:
mobile phones
personal digital assistants (PDAs)
tablets.
Technical limitations and constraints may include:
current technology
future technology and release date
graphics capabilities
memory
pixels
platforms
polygon count
processor speed
software capability
storage space.
Tools and technologymay include:
compilers
debugging software
development software
efficiency
flexible systems suitable for non-programmers
graphics
graphics system design
integrated development environments
middleware
operating systems
plug-in tools
programming for game integration
rendering
sound
system architecture for real time game environments and simulations
tools for designers and play analysis.
Project brief and documents may include:
concept drawings
designer’s notes
development environment description
game design document
game-play designs
help notes
information design
operating manual
storyboard
style and design principles
style and medium
target market information
technical design document
technical design review process.
Game production assets may include:
current work files
development kits
existing digital product libraries:
character models
environments
motion capture data
sound effects
game engines, including customised game engines
personnel.
Technical specifications may include:
backup procedures
delivery platform
difficulty levels
disc or memory space
format for final product
navigation design
pixel size
polygon count
specifications for phases of game development:
alpha version - pre-production
beta version - playable prototype
gold version - completed game
trialling and testing
systems and workplace standards for documentation, including:
computer file management
job lists
progress reports
source code and game assets archiving
target market.
Schedule may involve:
allocating work tasks in consultation with other team members
analysing key requirements of the brief
assessing concept viability against resource availability
conducting risk assessment regarding possible issues and constraints and potential solutions
creating an overall project plan and schedule
determining workflow with consideration to available resources
identifying key milestones and associated deliverables:
alpha version - pre-production
beta version - playable prototype
gold version - completed game
trialling and testing
identifying stakeholders and devising strategies to meet stakeholder needs
identifying the critical path
researching background information
setting project objectives against achievable timeframes.
Monitoring production progress may involve:
balancing quality and scheduling requirements
coordinating the efforts of development, quality assurance, sales, marketing, public relations and finance
ensuring the timely production of assets to brief requirements, including:
animation components
graphic
images
interfaces
text
video
identifying and applying testing procedures
monitoring workload allocated to individual personnel
progressive game testing to ensure playability
renegotiating variations and schedule slippage ahead of milestone dates
sound identifying and applying contingency strategies.
Developing game prototypes may involve:
bug fixing, bug databases, creating stable code bases and game tuning
building flexible systems configurable by others
code review and test harnesses
designing and implementing tests and incorporating feedback from quality assurance
developing a comprehensive design for all missions and levels, including concept visuals
developing a walkthrough for at least one mission or level
developing story synopsis and scripts for each level
knowledge of games as dynamic systems:
applying game tuning strategies in light of feedback from actual play
characteristics of a balanced game
working with quality assurance and understanding play-test feedback
use of appropriate tools and skills for fast, interactive development
user-guide development.
Programming language may include:
ActionScript
C
C#
C++
Flash Lite
Java
Object Pascal
Objective-C
Pascal
Python
VB.NET.
Check game-play elements may involve:
chance
fun
logic
playability
rules
skill
strategy.
Personnel may include:
animators
concept artists
game-play designers
graphic designers
instructional designers
modellers
motion capture technicians
producers
programmers
project manager
sound engineers
team members
technical director
writers
other specialist or technical staff.
Evaluating game prototypes may involve:
examining and analysing the impact of decisions, after the fact:
business decisions
design decisions
methodology and process decisions
product ‘post-mortems’, reviewing actual use of resources to achieve outcomes against initial project plan and schedule.
Tests and user trials may involve play test procedures:
determining criteria for measurement of success with a given audience
play testing to monitor player frustration, progress and enjoyment
selecting test subjects
testing game with target market and other diverse populations.
Polish may involve enhancing:
game play
graphics
user control
user interface.
Mobile devices may include:
mobile phones
personal digital assistants (PDAs)
tablets.
Technical limitations and constraints may include:
current technology
future technology and release date
graphics capabilities
memory
pixels
platforms
polygon count
processor speed
software capability
storage space.
Tools and technologymay include:
compilers
debugging software
development software
efficiency
flexible systems suitable for non-programmers
graphics
graphics system design
integrated development environments
middleware
operating systems
plug-in tools
programming for game integration
rendering
sound
system architecture for real time game environments and simulations
tools for designers and play analysis.
Project brief and documents may include:
concept drawings
designer’s notes
development environment description
game design document
game-play designs
help notes
information design
operating manual
storyboard
style and design principles
style and medium
target market information
technical design document
technical design review process.
Game production assets may include:
current work files
development kits
existing digital product libraries:
character models
environments
motion capture data
sound effects
game engines, including customised game engines
personnel.
Technical specifications may include:
backup procedures
delivery platform
difficulty levels
disc or memory space
format for final product
navigation design
pixel size
polygon count
specifications for phases of game development:
alpha version - pre-production
beta version - playable prototype
gold version - completed game
trialling and testing
systems and workplace standards for documentation, including:
computer file management
job lists
progress reports
source code and game assets archiving
target market.
Schedule may involve:
allocating work tasks in consultation with other team members
analysing key requirements of the brief
assessing concept viability against resource availability
conducting risk assessment regarding possible issues and constraints and potential solutions
creating an overall project plan and schedule
determining workflow with consideration to available resources
identifying key milestones and associated deliverables:
alpha version - pre-production
beta version - playable prototype
gold version - completed game
trialling and testing
identifying stakeholders and devising strategies to meet stakeholder needs
identifying the critical path
researching background information
setting project objectives against achievable timeframes.
Monitoring production progress may involve:
balancing quality and scheduling requirements
coordinating the efforts of development, quality assurance, sales, marketing, public relations and finance
ensuring the timely production of assets to brief requirements, including:
animation components
graphic
images
interfaces
text
video
identifying and applying testing procedures
monitoring workload allocated to individual personnel
progressive game testing to ensure playability
renegotiating variations and schedule slippage ahead of milestone dates
sound identifying and applying contingency strategies.
Developing game prototypes may involve:
bug fixing, bug databases, creating stable code bases and game tuning
building flexible systems configurable by others
code review and test harnesses
designing and implementing tests and incorporating feedback from quality assurance
developing a comprehensive design for all missions and levels, including concept visuals
developing a walkthrough for at least one mission or level
developing story synopsis and scripts for each level
knowledge of games as dynamic systems:
applying game tuning strategies in light of feedback from actual play
characteristics of a balanced game
working with quality assurance and understanding play-test feedback
use of appropriate tools and skills for fast, interactive development
user-guide development.
Programming language may include:
ActionScript
C
C#
C++
Flash Lite
Java
Object Pascal
Objective-C
Pascal
Python
VB.NET.
Check game-play elements may involve:
chance
fun
logic
playability
rules
skill
strategy.
Personnel may include:
animators
concept artists
game-play designers
graphic designers
instructional designers
modellers
motion capture technicians
producers
programmers
project manager
sound engineers
team members
technical director
writers
other specialist or technical staff.
Evaluating game prototypes may involve:
examining and analysing the impact of decisions, after the fact:
business decisions
design decisions
methodology and process decisions
product ‘post-mortems’, reviewing actual use of resources to achieve outcomes against initial project plan and schedule.
Tests and user trials may involve play test procedures:
determining criteria for measurement of success with a given audience
play testing to monitor player frustration, progress and enjoyment
selecting test subjects
testing game with target market and other diverse populations.
Polish may involve enhancing:
game play
graphics
user control
user interface.
The evidence guide provides advice on assessment and must be read in conjunction with the performance criteria, required skills and knowledge, range statement and the Assessment Guidelines for the Training Package.
Overview of assessment
Critical aspects for assessment and evidence required to demonstrate competency in this unit
Evidence of the ability to:
apply a variety of strategies for game trialling and testing
demonstrate original and innovative approaches to the creative developmentof a game
implement game development and production strategies
maintain integrity of the design brief and game design document
undertake risk assessment and critical path planning
produce a working game on a mobile device.
Context of and specific resources for assessment
Assessment must ensure access to:
computer hardware, software, games engines and file storage
copyright and intellectual property legislation
OHS legislation and enterprise policy
appropriate learning and assessment support when required
modified equipment for people with special needs.
Method of assessment
A range of assessment methods should be used to assess practical skills and knowledge. The following examples are appropriate for this unit:
evaluation of a working, original game on a mobile device
direct observation of candidate participating in game document development activities
verbal questioning or interview concerning aspects of game development, including:
capability of game engines and software tools to meet the requirements of the brief
evaluating game prototypes from technical, design and game-play perspectives
game testing and trialling procedures
maintaining integrity of the design brief and game design document
risk assessment and critical path planning
translating design and technical specifications into working game prototypes.
Guidance information for assessment
Holistic assessment with other units relevant to the industry sector, workplace and job role is recommended, where appropriate.
Assessment processes and techniques must be culturally appropriate, and suitable to the communication skill level, language, literacy and numeracy capacity of the candidate and the work being performed.
Indigenous people and other people from a non-English speaking background may need additional support.
In cases where practical assessment is used it should be combined with targeted questioning to assess required knowledge.
Overview of assessment
Critical aspects for assessment and evidence required to demonstrate competency in this unit
Evidence of the ability to:
apply a variety of strategies for game trialling and testing
demonstrate original and innovative approaches to the creative developmentof a game
implement game development and production strategies
maintain integrity of the design brief and game design document
undertake risk assessment and critical path planning
produce a working game on a mobile device.
Context of and specific resources for assessment
Assessment must ensure access to:
computer hardware, software, games engines and file storage
copyright and intellectual property legislation
OHS legislation and enterprise policy
appropriate learning and assessment support when required
modified equipment for people with special needs.
Method of assessment
A range of assessment methods should be used to assess practical skills and knowledge. The following examples are appropriate for this unit:
evaluation of a working, original game on a mobile device
direct observation of candidate participating in game document development activities
verbal questioning or interview concerning aspects of game development, including:
capability of game engines and software tools to meet the requirements of the brief
evaluating game prototypes from technical, design and game-play perspectives
game testing and trialling procedures
maintaining integrity of the design brief and game design document
risk assessment and critical path planning
translating design and technical specifications into working game prototypes.
Guidance information for assessment
Holistic assessment with other units relevant to the industry sector, workplace and job role is recommended, where appropriate.
Assessment processes and techniques must be culturally appropriate, and suitable to the communication skill level, language, literacy and numeracy capacity of the candidate and the work being performed.
Indigenous people and other people from a non-English speaking background may need additional support.
In cases where practical assessment is used it should be combined with targeted questioning to assess required knowledge.
Replaced By
| State Code | National Code | Title | Type |
|---|---|---|---|
| AUU04 | ICTGAM528 | Create games for mobile devices | Unit of competency |
| State Code | National Code | Title | Type |
|---|---|---|---|
| D568 | ICA50211 | Diploma of Digital and Interactive Games | Qualification |