Unit of competency Outline
Date retreived
23/07/2026 1:29 AM AWST
23/07/2026 1:29 AM 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 visual design components for interactive games
Create visual design components for interactive games
Unit of competency
National Code
ICAGAM406A
ICAGAM406A
State Code
D7794
D7794
TGA Status
Replaced
Replaced
DTWD Status
Replaced
Replaced
State Implementation and Classification
Approved Date
06/10/2011
Field of Education
020115 - Computer Graphics
Original Release Date
06/10/2011
Nominal Hours
50
Description
This unit describes the performance outcomes, skills and knowledge required to create visual design components for games and interactive media using industry standard authoring tools.
Notes
Elements and Performance Criteria
1. Identify commonly used visual design components for games and interactive media
- 1.1 Obtain project brief and documents
- 1.2 Identify features of visual design components for games and interactive media
- 1.3 Discuss design considerations for designing an interactive visual design component
2. Identify graphics software packages used for visual design
- 2.1 Identify and review the range of industry standard graphics software available
- 2.2 Assess the software related to visual design component requirements
- 2.3 Discuss technical specifications for rendering and editing processes
- 2.4 Select graphics software package
3. Use graphics software
- 3.1 Run graphics software and become familiar with the interface
- 3.2 Create new files and organise a file structure
- 3.3 Learn required tools and features used to create visual design components
4. Create visual design components for a game and interactive media
- 4.1 Design a basic graphical user interface (GUI) for a game and interactive media
- 4.2 Consider the interaction processes of GUI elements
- 4.3 Document the design and necessary programming requirements needed to implement the GUI
- 4.4 Use graphics software to create visual design components to be used for the GUI
5. Evaluate implementation
- 5.1 Demonstrate implementation to relevant personnel
- 5.2 Evaluate the usability of design components
- 5.3 Reflect on possible changes to improve the visual design and interactivity of components
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.
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 and review process.
Design considerations may include:
aesthetics
cultural context
genre
resource limitations and constraints
target market.
Graphics software may include:
3-D paint
Fireworks
Illustrator
Mudbox
Photoshop
Z Brush.
Technical specifications may include:
backup procedures
delivery platform
disk or memory space
format for final product
navigation design
pixel size
polygon count
source code and game assets archiving
target market.
Graphical user interface elements may include:
buttons and button clicks
command acknowledgements
edit boxes
file saving and loading
icons
list boxes
markers
menus
options and settings
picture boxes
pointers
radio buttons
scroll bars
shell
splash screens
text boxes
window opening
Windows.
Personnel may include:
animators
concept artists
game-play designers
graphic designers
instructional designers
modellers
motion capture technicians
other specialist staff
other technical staff
producers
programmers
project manager
sound engineers
team members
technical director
writers.
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 and review process.
Design considerations may include:
aesthetics
cultural context
genre
resource limitations and constraints
target market.
Graphics software may include:
3-D paint
Fireworks
Illustrator
Mudbox
Photoshop
Z Brush.
Technical specifications may include:
backup procedures
delivery platform
disk or memory space
format for final product
navigation design
pixel size
polygon count
source code and game assets archiving
target market.
Graphical user interface elements may include:
buttons and button clicks
command acknowledgements
edit boxes
file saving and loading
icons
list boxes
markers
menus
options and settings
picture boxes
pointers
radio buttons
scroll bars
shell
splash screens
text boxes
window opening
Windows.
Personnel may include:
animators
concept artists
game-play designers
graphic designers
instructional designers
modellers
motion capture technicians
other specialist staff
other technical staff
producers
programmers
project manager
sound engineers
team members
technical director
writers.
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:
demonstrate original and innovative approaches to the creative developmentof a GUI
implement game development and production strategies
maintain integrity of the design brief
develop concept art and design specifications for splash screens, start screens and game field screens consistent with a design brief
develop technical specifications for visual design components and overall usability
implement a working GUI with basic functionalities.
Context of and specific resources for assessment
Assessment must ensure access to:
computer hardware, software, games engines and file storage
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 work samples or simulated workplace experiences
evaluation of design brief detailing interface design components
review of production of visual design components
evaluation of working GUI with basic functionalities.
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:
demonstrate original and innovative approaches to the creative developmentof a GUI
implement game development and production strategies
maintain integrity of the design brief
develop concept art and design specifications for splash screens, start screens and game field screens consistent with a design brief
develop technical specifications for visual design components and overall usability
implement a working GUI with basic functionalities.
Context of and specific resources for assessment
Assessment must ensure access to:
computer hardware, software, games engines and file storage
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 work samples or simulated workplace experiences
evaluation of design brief detailing interface design components
review of production of visual design components
evaluation of working GUI with basic functionalities.
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 |
|---|---|---|---|
| AUT78 | ICTGAM406 | Create visual design components for interactive games | Unit of competency |
| State Code | National Code | Title | Type |
|---|---|---|---|
| D565 | ICA40911 | Certificate IV in Digital and Interactive Games | Qualification |
| D557 | ICA40111 | Certificate IV in Information Technology | Qualification |