Unit of competency Outline
Date retreived
22/07/2026 3:10 PM AWST
22/07/2026 3:10 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 a complex 3-D interactive computer game
Create a complex 3-D interactive computer game
Unit of competency
National Code
ICAGAM503A
ICAGAM503A
State Code
D7808
D7808
TGA Status
Replaced
Replaced
DTWD Status
Replaced
Replaced
State Implementation and Classification
Approved Date
07/10/2011
Field of Education
020103 - Programming
Original Release Date
07/10/2011
Nominal Hours
60
Description
This unit describes the performance outcomes, skills and knowledge required to create a complex 3-D interactive computer game using industry standard production techniques.
Notes
Elements and Performance Criteria
1. Identify required game assets in a team environment
- 1.1 Obtain project brief and other relevant documents
- 1.2 Identify game-production assets required to meet creative and production requirements and technical specifications
- 1.3 Discuss formats of assets and issues of asset integration with appropriate personnel
- 1.4 Determine sequence for development of beta-version prototype for testing game play
- 1.5 Create a schedule for production and testing
- 1.6 Determine strategies for monitoring production progress against schedule
2. Identify capability of game-engine software and tools and make selection in a team environment
- 2.1 Identify and review the range of industry standard game-engine software and development tools available
- 2.2 Assess the software and tools related to specified game concept and play requirements
- 2.3 Discuss considerations for selection of game-engine software with relevant personnel to ensure selection will meet specified outcomes
- 2.4 Select game-engine software and development tools
3. Create or acquire required assets for a game in a team environment
- 3.1 Establish an environment for a project that supports sharing of project assets produced by team members
- 3.2 Review the attributes of assets required in a game project related to chosen game engine
- 3.3 Create or acquire visual assets for a games project
- 3.4 Customise asset attributes to suit the game design and chosen game engine
4. Use game-engine software and development tools in a team environment
- 4.1 Collaborate in the use of tools and features of software relevant to the game-production process
- 4.2 Create, modify or access scripts or code to combine assets and achieve agreed project goals
- 4.3 Create and check game-play elements according to creative and technical requirements
- 4.4 Test and run game prototype as a presentation to ensure sequences meet creative, production and technical requirements
5. Evaluate game prototype in a team environment
- 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 publication
- 6.1 Make necessary changes as indicated by user trials
- 6.2 Integrate all game elements as required by specifications
- 6.3 Make final checks to ensure all sequences conform to the navigation design
- 6.4 Assemble final publication for final distribution
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.
Project brief and other relevant 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 and 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
source code and game assets archiving
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
target market.
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 and technical staff.
Creating a 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.
Game-engine software and development tools may include:
3-D Studio Max
Bullet
Cinema 4D
Corel Draw
DirectSound
DirectX
FMOD
Irrlicht
Lightwave
Maya
Newton
OGRE
OpenGL
Photoshop.
Considerations for selection of game-engine software may include:
application of code libraries
application of game-engine functionality for an interactive game
assessing coding strategy for compliance to brief and for optimal performance of game engine:
function testing
test plan development
validating results
assessing viability of existing code in relation to interaction of game-play elements
assessing strategy for game-play code
basic code writing abilities for customising game-engine functions
building
code creation specifically for handling exceptions
code creation strategy for interaction of game-play elements
data structures
documentation of code development
environmental models
game engine customising
game platform and game platform logic
sound capability
spatial data structures
technical constraints imposed by the architecture of given game engine
integration of custom code into game engines.
Attributes of assets may include:
alpha-channel colours or layers
colour bit-depth
dimensions of 2-D artwork
file format compatible with game engine
naming convention
polygon count for 3-D models.
Tools and features of software may include:
animation
compilers
debugging software
development software
efficiency
flexible systems suitable for non-programmers
graphics
graphics-system design
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.
Game-play elements may involve:
chance
fun
logic
playability
rules
skill
strategy.
Creating game prototype 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.
Evaluating game prototype 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.
Project brief and other relevant 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 and 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
source code and game assets archiving
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
target market.
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 and technical staff.
Creating a 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.
Game-engine software and development tools may include:
3-D Studio Max
Bullet
Cinema 4D
Corel Draw
DirectSound
DirectX
FMOD
Irrlicht
Lightwave
Maya
Newton
OGRE
OpenGL
Photoshop.
Considerations for selection of game-engine software may include:
application of code libraries
application of game-engine functionality for an interactive game
assessing coding strategy for compliance to brief and for optimal performance of game engine:
function testing
test plan development
validating results
assessing viability of existing code in relation to interaction of game-play elements
assessing strategy for game-play code
basic code writing abilities for customising game-engine functions
building
code creation specifically for handling exceptions
code creation strategy for interaction of game-play elements
data structures
documentation of code development
environmental models
game engine customising
game platform and game platform logic
sound capability
spatial data structures
technical constraints imposed by the architecture of given game engine
integration of custom code into game engines.
Attributes of assets may include:
alpha-channel colours or layers
colour bit-depth
dimensions of 2-D artwork
file format compatible with game engine
naming convention
polygon count for 3-D models.
Tools and features of software may include:
animation
compilers
debugging software
development software
efficiency
flexible systems suitable for non-programmers
graphics
graphics-system design
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.
Game-play elements may involve:
chance
fun
logic
playability
rules
skill
strategy.
Creating game prototype 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.
Evaluating game prototype 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.
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
apply original and innovative approaches to the creative developmentof a 3-D game
implement game development and production strategies
maintain integrity of the design brief and game design document
undertake risk assessment and critical path planning.
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 work samples or simulated workplace activities
observation of game production 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
apply original and innovative approaches to the creative developmentof a 3-D game
implement game development and production strategies
maintain integrity of the design brief and game design document
undertake risk assessment and critical path planning.
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 work samples or simulated workplace activities
observation of game production 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 |
|---|---|---|---|
| AUP46 | ICTGAM503 | Create a complex 3-D interactive computer game | 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 |