Unit of competency Outline
Date retreived
22/07/2026 4:57 PM AWST
22/07/2026 4:57 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.
Prepare games for different platforms and delivery modes
Prepare games for different platforms and delivery modes
Unit of competency
National Code
ICAGAM510A
ICAGAM510A
State Code
D7814
D7814
TGA Status
Replaced
Replaced
DTWD Status
Replaced
Replaced
State Implementation and Classification
Approved Date
04/11/2011
Field of Education
020103 - Programming
Original Release Date
04/11/2011
Nominal Hours
50
Description
This unit describes the performance outcomes, skills and knowledge required to build, maintain and test games across multiple system platforms.
Notes
Elements and Performance Criteria
1. Produce a game package for multiple platforms
- 1.1 Research and identify cross-platform installers
- 1.2 Use an installer to package a game for multiple platforms
2. Develop a cross-platform project
- 2.1 Identify cross-platform integrated development environment (IDE)
- 2.2 Identify cross-platform renderer libraries, physics libraries, audio libraries and network libraries
- 2.3 Source or compile cross-platform libraries
- 2.4 Compile project for multiple platforms
- 2.5 Test and maintain cross-platform software project
- 2.6 Use platform specific input devices
3. Compile a report on cross-platform software development
- 3.1 Identify and document issues in cross-platform development
- 3.2 Develop an awareness of cross-platform hardware
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.
Platforms may include:
arcade
console platforms:
Microsoft Xbox 360
Nintendo DS (hand-held)
Nintendo Wii
Sony PlayStation
hand-held digital device platforms:
Apple IIe/c/c+
Apple IIGS
Blackberry
BREW
Flashlite
Google Android
J2ME
Java
Palm OS
Sidekick
Symbian
WAP
Windows Mobile
personal computer (PC)
Snow Leopard (Mac OS)
Unix
Web.
Installers may include:
Install Anywhere
Install builder
Install system
Nulsoft scriptable
Windows installer.
Integrated development environment may include:
Code::Blocks
Eclipse
NetBeans
Visual Studio
Xcode.
Renderer libraries may include:
DirectX
Irrlicht
Jmonkey
Newton Game Dynamics
Ogre
OpenGL.
Physics libraries may include:
Ageia
Box2D
Bullet
Farseer
Havok
Open Dynamics Engine (ODE)
PhysX.
Audio libraries may include:
Audacity
FMOD
IrrKlang
Open_AL
SDL_mixer.
Network libraries may include:
HawkNL
Raknet
SDL_Net.
Input devices may include:
accelerometer
gamepads
gyroscope
keyboard
mice
touch screen
trackpad.
Issues in cross-platform development may include:
display systems that may vary, such as Nintendo DS
graphical user interfaces (GUIs) that are rendered differently by various platforms
threads implemented differently on various platforms.
Platforms may include:
arcade
console platforms:
Microsoft Xbox 360
Nintendo DS (hand-held)
Nintendo Wii
Sony PlayStation
hand-held digital device platforms:
Apple IIe/c/c+
Apple IIGS
Blackberry
BREW
Flashlite
Google Android
J2ME
Java
Palm OS
Sidekick
Symbian
WAP
Windows Mobile
personal computer (PC)
Snow Leopard (Mac OS)
Unix
Web.
Installers may include:
Install Anywhere
Install builder
Install system
Nulsoft scriptable
Windows installer.
Integrated development environment may include:
Code::Blocks
Eclipse
NetBeans
Visual Studio
Xcode.
Renderer libraries may include:
DirectX
Irrlicht
Jmonkey
Newton Game Dynamics
Ogre
OpenGL.
Physics libraries may include:
Ageia
Box2D
Bullet
Farseer
Havok
Open Dynamics Engine (ODE)
PhysX.
Audio libraries may include:
Audacity
FMOD
IrrKlang
Open_AL
SDL_mixer.
Network libraries may include:
HawkNL
Raknet
SDL_Net.
Input devices may include:
accelerometer
gamepads
gyroscope
keyboard
mice
touch screen
trackpad.
Issues in cross-platform development may include:
display systems that may vary, such as Nintendo DS
graphical user interfaces (GUIs) that are rendered differently by various platforms
threads implemented differently on various platforms.
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:
produce cross-platform game project
identify and use cross-platform IDE libraries and installers
resolve issues of developing cross-platform games.
Context of and specific resources for assessment
Assessment must ensure access to:
computer hardware, software, games engines and file storage
computers running various operating systems
platform-specific hardware
IDEs and libraries
installers for product distribution
internet access for research purposes
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 written or verbal reports
evaluation of work samples or simulated workplace activities
observation of game document development activities
verbal questioning or interview concerning aspects of game document development, including:
industry standards for concept art
design and technical specification development
game testing and trialling procedures
resources required for game development
verbal questioning or interview concerning aspects of game development, including:
capability of game engines and software tools to meet the requirements of the brief
game testing and trialling procedures.
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:
produce cross-platform game project
identify and use cross-platform IDE libraries and installers
resolve issues of developing cross-platform games.
Context of and specific resources for assessment
Assessment must ensure access to:
computer hardware, software, games engines and file storage
computers running various operating systems
platform-specific hardware
IDEs and libraries
installers for product distribution
internet access for research purposes
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 written or verbal reports
evaluation of work samples or simulated workplace activities
observation of game document development activities
verbal questioning or interview concerning aspects of game document development, including:
industry standards for concept art
design and technical specification development
game testing and trialling procedures
resources required for game development
verbal questioning or interview concerning aspects of game development, including:
capability of game engines and software tools to meet the requirements of the brief
game testing and trialling procedures.
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 |
|---|---|---|---|
| AUT85 | ICTGAM510 | Prepare games for different platforms and delivery modes | Unit of competency |
| State Code | National Code | Title | Type |
|---|---|---|---|
| D568 | ICA50211 | Diploma of Digital and Interactive Games | Qualification |
| D567 | ICA50111 | Diploma of Information Technology | Qualification |